anyone else having an issue with crafting the lantern? I've tried crafting it with several types of glass including normal, smooth/slabs/cobble for the stone and both normal and redstone torches - still nothing
you need to grind glass down in one of the metallurgy 2 grinders and then mix it with either iron = red glass, bronze = green, copper = blue, angmallen = orange, gold = yellow, maganense = purple and finally for grey it's hepatizon. All of these need to be dust. as for crafting
any of the colored glass added from metallurgy with cobble and a normal torch
no... lol you need to cook the glass... I should have made that more clear in my post. As I said in the last post I made it should be able to be crafted in the pattern I provided. If it isn't you have something conflicting with the recipe.
I think the block you are looking for is in the first bunch of configs inside that file:
# Configuration file
# Generated on 1/16/13 11:03 PM
####################
# block
####################
block {
I:=4095
I:"Alloy Block"=936
I:Chest=913
I:Mint=914
I:"Mint auto "=4094
I:"Precious Alloy Brick"=912
I:"Precious Metal Brick"=911
I:"Precious Metal Ore"=910
}
Check and see if the error mentions ID 914, and trying changing that number in the config file! :3 Hope this helps!
While I'm posting- Does anyone know how to increase the gold ore generation? I don't understand how the ore generation portion of the config files work, and I need lots of gold for my Buildcraft and TE engines xD Thanks!
Your right - i need to change it in that config file. but i cant seem to find that config file at all. can you tell me where you found that config file?
Also what program are you using to open that file with?
I'm having one of those days today when everything I try to do goes wrong. xD So please bear with me here.
I already have Forge installed in the game for other mods, so I just put the core in the coremods folder and the base, precious and nether metals in the mod folder (without extracting them, of course). But whenever I try to open Minecraft, I get this crash report:
2013-01-18 11:02:05 [INFO] [ForgeModLoader] Forge Mod Loader version 4.7.4.520 for Minecraft 1.4.7 loading
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] All core mods are successfully located
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Discovering coremods
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Found a candidate coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Loading coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Loaded coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Found a candidate coremod Metallurgy Core 2.4.2.jar
2013-01-18 11:02:08 [INFO] [STDERR] Exception in thread "Thread-2" java.lang.RuntimeException: java.lang.NullPointerException
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:175)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.relaunchApplet(FMLRelauncher.java:242)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.appletEntry(FMLRelauncher.java:212)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.client.MinecraftApplet.init(MinecraftApplet.java:25)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.Launcher.replace(Launcher.java:153)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.Launcher$1.run(Launcher.java:94)
2013-01-18 11:02:08 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.discoverCoreMods(RelaunchLibraryManager.java:318)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:103)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:155)
2013-01-18 11:02:08 [INFO] [STDERR] ... 5 more
I really hope it and GuiAPI aren't butting heads or anything. >.<
Speaking of API, I also wanted to ask what the API for Metallurgy would do exactly if I download it. It's not a bold download, so I'm guessing it's not mandatory.
I'm having an issue with the vanilla ores when running Metallurgy. I know that it allows the vanilla ores to generate at any height and since I didn't want that, I've disabled it in the config before starting a world. But I was wondering if the mod also changes the quantity of ore veins that spawn because diamonds seem incredibly rare in my world. I may have just got unlucky but I've never had so much trouble finding diamonds.
If you've disabled vanilla ores, metallurgy doesn't touch vanilla generation. You must just be unlucky.
I'm having one of those days today when everything I try to do goes wrong. xD So please bear with me here.
I already have Forge installed in the game for other mods, so I just put the core in the coremods folder and the base, precious and nether metals in the mod folder (without extracting them, of course). But whenever I try to open Minecraft, I get this crash report:
2013-01-18 11:02:05 [INFO] [ForgeModLoader] Forge Mod Loader version 4.7.4.520 for Minecraft 1.4.7 loading
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] All core mods are successfully located
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Discovering coremods
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Found a candidate coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Loading coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Loaded coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Found a candidate coremod Metallurgy Core 2.4.2.jar
2013-01-18 11:02:08 [INFO] [STDERR] Exception in thread "Thread-2" java.lang.RuntimeException: java.lang.NullPointerException
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:175)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.relaunchApplet(FMLRelauncher.java:242)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.appletEntry(FMLRelauncher.java:212)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.client.MinecraftApplet.init(MinecraftApplet.java:25)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.Launcher.replace(Launcher.java:153)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.Launcher$1.run(Launcher.java:94)
2013-01-18 11:02:08 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.discoverCoreMods(RelaunchLibraryManager.java:318)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:103)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:155)
2013-01-18 11:02:08 [INFO] [STDERR] ... 5 more
I really hope it and GuiAPI aren't butting heads or anything. >.<
Speaking of API, I also wanted to ask what the API for Metallurgy would do exactly if I download it. It's not a bold download, so I'm guessing it's not mandatory.
Metallurgy core goes in the mods folder.
The api is for mod makers, it will do absolutely nothing if put in with the mods.
I've done quite a few searches through this topic, but all I was able to come up with as an answer to this inquiry is that it's not currently available apparently?
My question is: Isn't there a way to get the Metallurgy ores to generate in a previously created world? I've already seen a lot of posts prior to this one stating that it's not, but before I get my case jumped... -- Thaumcraft 3's config file has an option to regenerate current worlds with the infused stones, the ores, the trees... The whole lot. Before I botch something up and attempt to add some command line in my game that may crash or corrupt something, I'm posing this (possibly) worn-out-by-now question...
If it's possible in a mod similar in various aspects to this, couldn't it be done with Metallurgy also?
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Specs: Windows 7 Pro x64 i7-860
8gB RAM nVidia GTX260 Asus P7P55D Evo
Your right - i need to change it in that config file. but i cant seem to find that config file at all. can you tell me where you found that config file?
Also what program are you using to open that file with?
Thanks
For me, that file was named MetallurgyPrecious.cfg and was located in C:\Users\<YourUsername>\AppData\Roaming\.minecraft\config\Metallurgy folder. I'm just using Wordpad to open it since it's just a text file If you can't find the AppData folder, you will need to go to your Folder Configuration under 'Tools> Folder Options' then go to the 'View' tab and uncheck the box/circle that says 'Hide hidden files and folders'
I mean I had a hell of a time making a sorting/ore processing system using redpower sorting machines/filters/relays and tubes with having M2 installed. It's quite crazy but I think I figured out a new system after watching Direwolf20's lets play using Sorting machines and filters to solve the problem of the sorting machine only being able to fit 40 types of ores in it's sorting lines.
I'd use filters for RP2 I think. I'd send everything down to be macerated (well, I say macerated out of habit lol, I don't even use IC2 myself.) of course, and then I would send iron, gold, tin, copper, and silver to be cooked. The rest I'd leave as dusts to allow for alloying, though I forget if you can pulverize/macerate/crusher existing ingots to dusts. If you can't then I'd probably send half of each to be cooked and leave the rest dusts.
I've done quite a few searches through this topic, but all I was able to come up with as an answer to this inquiry is that it's not currently available apparently?
My question is: Isn't there a way to get the Metallurgy ores to generate in a previously created world? I've already seen a lot of posts prior to this one stating that it's not, but before I get my case jumped... -- Thaumcraft 3's config file has an option to regenerate current worlds with the infused stones, the ores, the trees... The whole lot. Before I botch something up and attempt to add some command line in my game that may crash or corrupt something, I'm posing this (possibly) worn-out-by-now question...
If it's possible in a mod similar in various aspects to this, couldn't it be done with Metallurgy also?
As someone who ends up getting bug reports for just about every mod, (since users seem to like blaming Mystcraft when things don't work) I've learned that Thaumcraft's re-generation doesn't always work reliably.
I'd use filters for RP2 I think. I'd send everything down to be macerated (well, I say macerated out of habit lol, I don't even use IC2 myself.) of course, and then I would send iron, gold, tin, copper, and silver to be cooked. The rest I'd leave as dusts to allow for alloying, though I forget if you can pulverize/macerate/crusher existing ingots to dusts. If you can't then I'd probably send half of each to be cooked and leave the rest dusts.
You can macerate/crush/pulverize any ingots apparently and this is how my system was set up I had the cooked ingots once they were processed sent to a barrel storage system (god I love factorization barrels) If I needed to alloy any thing when I needed it I just grabbed a set amount of stacks of said metals and brought them tot he ore processing station I had set up to process the ores. Now you might ask, why do that? won't it just be sent to the furnaces again to be cooked straight into the ingots you just ground down into dust?
Simple answer no, in order to prevent that I took a chest with me and placed it on the tube line that the macerators were on. Instead of going down the line and these were after all redpower tubes and they are quite intelligent tubes after all they sought out the closest inventory which was the chest that was placed down
I'd use filters for RP2 I think. I'd send everything down to be macerated (well, I say macerated out of habit lol, I don't even use IC2 myself.) of course, and then I would send iron, gold, tin, copper, and silver to be cooked. The rest I'd leave as dusts to allow for alloying, though I forget if you can pulverize/macerate/crusher existing ingots to dusts. If you can't then I'd probably send half of each to be cooked and leave the rest dusts.
As someone who ends up getting bug reports for just about every mod, (since users seem to like blaming Mystcraft when things don't work) I've learned that Thaumcraft's re-generation doesn't always work reliably.
Thank you very much for the patience in handling my question.. I honestly hadn't even seen that post *facepalm picky search terms I suppose :<<<
I don't have Mystcraft installed, nor had I even looked into it yet; I wasn't sure if there would be conflicts with my other dimension mods... I'll definitely look into that. Thank you for the assistance!!
Rollback Post to RevisionRollBack
Specs: Windows 7 Pro x64 i7-860
8gB RAM nVidia GTX260 Asus P7P55D Evo
My Minecraft gets stuck at the Mojang screen when I try to start it with any of the current Metallurgy files.
I have been running Metallurgy 2 using Forge 6.6.0.497 and have the Base and Precious metals installed (with core 2.4.1). I wanted to add the Nether Metals to my pack but any attempt to add Nether Metals, Nether Metals & Core 2.4.2, or even all new M2 files causes my game to freeze at the loading screen.
I just checked the wiki, and whoever has been working on it has been doing an awesome job! One thing I'd llike to see, however, is a set of inctructions on how to add it to the FTB Mindcrack pack(and others). It could be really helpful for a lot of people.
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This is just probably me being a total tart, but... what's the timeframe for the release of Donor Metals? If it's just not enough metals (and the link to that spreadsheet is still in my history, so I know the actual number,) then that's a good enough answer for me.
This is just probably me being a total tart, but... what's the timeframe for the release of Donor Metals? If it's just not enough metals (and the link to that spreadsheet is still in my history, so I know the actual number,) then that's a good enough answer for me.
Its my highest priority, I've been meaning to get things back up and running. I moved to a new computer system a few weeks ago and haven't had time to set up my Dropbox/Art Tools yet. Fear not, they'll be in as soon as possible.
I'm not sure if this has been asked before, but could support for Mekanism (Universal Electricity addon) be added? I love this mod and disable the ore generation of other mods. The problem is machines like the Enrichment Chamber (Macerator equivilant) doesn't convert Metallurgy ores into dusts.
Maybe it would be better if an Electric Crusher was available, I might try and make one myself. A crossover mod that mixes this mod with Universal Electricity. The Mekanism api doesn't seem to support adding custom enrichment recipes so this would be a better idea.
We'd have to look into their system, are other mods compatible with their Macerator?
you need to grind glass down in one of the metallurgy 2 grinders and then mix it with either iron = red glass, bronze = green, copper = blue, angmallen = orange, gold = yellow, maganense = purple and finally for grey it's hepatizon. All of these need to be dust. as for crafting
any of the colored glass added from metallurgy with cobble and a normal torch
G = glass
C = cobblestone
T= torch
C C C
G T G
C C C
Craft it in that pattern.
Your right - i need to change it in that config file. but i cant seem to find that config file at all. can you tell me where you found that config file?
Also what program are you using to open that file with?
Thanks
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I already have Forge installed in the game for other mods, so I just put the core in the coremods folder and the base, precious and nether metals in the mod folder (without extracting them, of course). But whenever I try to open Minecraft, I get this crash report:
2013-01-18 11:02:05 [INFO] [ForgeModLoader] Forge Mod Loader version 4.7.4.520 for Minecraft 1.4.7 loading
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] All core mods are successfully located
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Discovering coremods
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Found a candidate coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Loading coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Loaded coremod GuiAPI-0.15.2-1.4.6.jar
2013-01-18 11:02:05 [FINEST] [ForgeModLoader] Found a candidate coremod Metallurgy Core 2.4.2.jar
2013-01-18 11:02:08 [INFO] [STDERR] Exception in thread "Thread-2" java.lang.RuntimeException: java.lang.NullPointerException
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:175)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.relaunchApplet(FMLRelauncher.java:242)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.appletEntry(FMLRelauncher.java:212)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.client.MinecraftApplet.init(MinecraftApplet.java:25)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.Launcher.replace(Launcher.java:153)
2013-01-18 11:02:08 [INFO] [STDERR] at net.minecraft.Launcher$1.run(Launcher.java:94)
2013-01-18 11:02:08 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.discoverCoreMods(RelaunchLibraryManager.java:318)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:103)
2013-01-18 11:02:08 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:155)
2013-01-18 11:02:08 [INFO] [STDERR] ... 5 more
I really hope it and GuiAPI aren't butting heads or anything. >.<
Speaking of API, I also wanted to ask what the API for Metallurgy would do exactly if I download it. It's not a bold download, so I'm guessing it's not mandatory.
If you've disabled vanilla ores, metallurgy doesn't touch vanilla generation. You must just be unlucky.
Metallurgy core goes in the mods folder.
The api is for mod makers, it will do absolutely nothing if put in with the mods.
My question is: Isn't there a way to get the Metallurgy ores to generate in a previously created world? I've already seen a lot of posts prior to this one stating that it's not, but before I get my case jumped... -- Thaumcraft 3's config file has an option to regenerate current worlds with the infused stones, the ores, the trees... The whole lot. Before I botch something up and attempt to add some command line in my game that may crash or corrupt something, I'm posing this (possibly) worn-out-by-now question...
If it's possible in a mod similar in various aspects to this, couldn't it be done with Metallurgy also?
8gB RAM nVidia GTX260 Asus P7P55D Evo
For me, that file was named MetallurgyPrecious.cfg and was located in C:\Users\<YourUsername>\AppData\Roaming\.minecraft\config\Metallurgy folder. I'm just using Wordpad to open it since it's just a text file If you can't find the AppData folder, you will need to go to your Folder Configuration under 'Tools> Folder Options' then go to the 'View' tab and uncheck the box/circle that says 'Hide hidden files and folders'
Good luck!
I'd use filters for RP2 I think. I'd send everything down to be macerated (well, I say macerated out of habit lol, I don't even use IC2 myself.) of course, and then I would send iron, gold, tin, copper, and silver to be cooked. The rest I'd leave as dusts to allow for alloying, though I forget if you can pulverize/macerate/crusher existing ingots to dusts. If you can't then I'd probably send half of each to be cooked and leave the rest dusts.
As someone who ends up getting bug reports for just about every mod, (since users seem to like blaming Mystcraft when things don't work) I've learned that Thaumcraft's re-generation doesn't always work reliably.
Here's what I told the last user that asked this question. I really have to make a Mystcraft wiki page about this, generalized to all mods of course.
I do stuff.
You can macerate/crush/pulverize any ingots apparently and this is how my system was set up I had the cooked ingots once they were processed sent to a barrel storage system (god I love factorization barrels) If I needed to alloy any thing when I needed it I just grabbed a set amount of stacks of said metals and brought them tot he ore processing station I had set up to process the ores. Now you might ask, why do that? won't it just be sent to the furnaces again to be cooked straight into the ingots you just ground down into dust?
Simple answer no, in order to prevent that I took a chest with me and placed it on the tube line that the macerators were on. Instead of going down the line and these were after all redpower tubes and they are quite intelligent tubes after all they sought out the closest inventory which was the chest that was placed down
I uninstalled factorization because all I used it for were the barrels. I'd love to see a barrel-only mod.
I do stuff.
Thank you very much for the patience in handling my question.. I honestly hadn't even seen that post *facepalm picky search terms I suppose :<<<
I don't have Mystcraft installed, nor had I even looked into it yet; I wasn't sure if there would be conflicts with my other dimension mods... I'll definitely look into that. Thank you for the assistance!!
8gB RAM nVidia GTX260 Asus P7P55D Evo
Wrath lamps XD are another reason I use them, Routers are interesting to use as well though quite limited vs redpower machines.
I have been running Metallurgy 2 using Forge 6.6.0.497 and have the Base and Precious metals installed (with core 2.4.1). I wanted to add the Nether Metals to my pack but any attempt to add Nether Metals, Nether Metals & Core 2.4.2, or even all new M2 files causes my game to freeze at the loading screen.
Never had this problem before.
I'm trying to find a Steadfast Drone and I can't find it because Metallurgy's bars keep getting in the way!
Its my highest priority, I've been meaning to get things back up and running. I moved to a new computer system a few weeks ago and haven't had time to set up my Dropbox/Art Tools yet. Fear not, they'll be in as soon as possible.
We can do this I'm pretty sure, I'll have Keith look into it.
We'd have to look into their system, are other mods compatible with their Macerator?
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