Just updated to 1.5.2, and I have to say the new MFR is coming along wonderfully. However, on worldgen, I have to say A LOT of sludge/fertilizer pools spawn. While adding this worldgen is interesting, it would make more sense to me if these pools were more rare. Perhaps you could implement a config option for pool density? For now, I've disabled their gen on my world, which saddens me, but I really don't want so many pools of what is ostensibly a limited-use liquid. Other than that, mod's going great!
I've been meaning to do that, so now I did. It's in the betas as of #726.
On the laser drill. I see AE ore is included. Will other mod ores be added?
Not sure if you have a clean way to look at what ores are in world gen and pull enabled ores from there.
My wishlist would be:
TE ores-
copper, tin, lead, silver
IC2-
Uranium
--Might be a bit to strong to make this a renewable resource, but bees can do it, so why not...
I guess technically i have MFFS installed. Haven't used it yet, so Monozite or whatever?
Not sure the role of the drill, so if these are outside of it's scope no worries.
Not sure when you add alternate recipes. I was running just TE recipes. The drill and pre-charger did not have TE recipes a day or two ago -- i enabled vanilla recipes to be able to see/use these guys.
There seems to be no rhyme or reason behind where they will drop you off; as far as I can tell they will always put you within four blocks of it, and the position it places you is constant but the exact location relative to where the dropoff is seems to be different in every location. This is making it EXTREMELY difficult to use them in complex rail systems since one of mine insists on dropping the player off on top of the adjacent rail three blocks away rather than just putting them next to where the dropoff is.
Can I get ANY rules of thumb for how the dropoff rails will place you? I'm getting real sick of this trial-and-error nonsense!
I looked up that crash, and somehow the potion effect got deleted? Another mod must be screwing with things.
The only other thing I can think of that would modify the potion files is Atomic Expansion from UE. Uranium ore also poisons when you are in close vicinity.
Looking through the class files of UE I can see the mod creates potion effects. I'm not 100% sure if that is the one that overwrites yours though.
If I could work out how to recompile the .java to a .class (having issues with class path and source path) I could fix the conflicts myself without bugging you. Unfortunately I am not as proficient with the Java language as I am with others.
I want to ask your permission to modify your mod file to fix the issue (if I can work out how to recompile). I won't be redistributing it and it will only be changing the potion effects and adding a toggle (if I can manage it). It's unlikely that I will be able to fix it before you do but I like the challenge.
The only other thing I can think of that would modify the potion files is Atomic Expansion from UE. Uranium ore also poisons when you are in close vicinity.
Looking through the class files of UE I can see the mod creates potion effects. I'm not 100% sure if that is the one that overwrites yours though.
I'm having a similar problem. The ticking mod effect error only starts after a saved game loads. The initial start up is fine.
I think you are right about which mod has the conflict. Even though I'm running a lot mods, Atomic science and MFR are the only two that have potion effects in the world gen.
Looks like I'm going to have to start a new world again. But with Atomic science radiation shut off in the config.
Rollback Post to RevisionRollBack
If you think something's impossible.
You haven't tried hard enough.
I'm having a similar problem. The ticking mod effect error only starts after a saved game loads. The initial start up is fine.
I think you are right about which mod has the conflict. Even though I'm running a lot mods, Atomic science and MFR are the only two that have potion effects in the world gen.
Looks like I'm going to have to start a new world again. But with Atomic science radiation shut off in the config.
I just spent the last two days finding the .class files and attempting to modify them. I got all the way up to compiling but am unable to find the location of some of the files that the .class imports from. Due to this it won't compile due to not having a class or source path to hook into (Java is alot more demanding than other languages!).
I come back to find that Atomic science has an option in config to turn off radiation...I think my brain just exploded.
I guess all that's left to do now is to inform the mod creators about the issue and hope it's fixed in the next release.
Apologies for blaming your mod Power Crystals, I didn't realise that it was Atomic Science causing the issue.
On the laser drill. I see AE ore is included. Will other mod ores be added?
Not sure if you have a clean way to look at what ores are in world gen and pull enabled ores from there.
My wishlist would be:
TE ores-
copper, tin, lead, silver
IC2-
Uranium
--Might be a bit to strong to make this a renewable resource, but bees can do it, so why not...
I guess technically i have MFFS installed. Haven't used it yet, so Monozite or whatever?
Not sure the role of the drill, so if these are outside of it's scope no worries.
Not sure when you add alternate recipes. I was running just TE recipes. The drill and pre-charger did not have TE recipes a day or two ago -- i enabled vanilla recipes to be able to see/use these guys.
TE ores are being handled by Lemming. I don't know when to expect an update from him.
Uranium will probably make it in. I'm not sure what to do about MFFS' ore because there's like 5 MFFSes and I have no idea if their stuff is interchangable.
Typically, I set up the vanilla recipes and then Emy does the TE/GT recipes at some point later. I'm actually not sure if he has yet.
There seems to be no rhyme or reason behind where they will drop you off; as far as I can tell they will always put you within four blocks of it, and the position it places you is constant but the exact location relative to where the dropoff is seems to be different in every location. This is making it EXTREMELY difficult to use them in complex rail systems since one of mine insists on dropping the player off on top of the adjacent rail three blocks away rather than just putting them next to where the dropoff is.
Can I get ANY rules of thumb for how the dropoff rails will place you? I'm getting real sick of this trial-and-error nonsense!
They start looking at the lowest (X,Z) coordinate in their search radius. They aren't very smart because, well, pretty much nobody uses them, so I've never really had a reason to make them more intelligent. It should be avoiding other rails as invalid drop placements though, so I may have to revisit that.
The only other thing I can think of that would modify the potion files is Atomic Expansion from UE. Uranium ore also poisons when you are in close vicinity.
Looking through the class files of UE I can see the mod creates potion effects. I'm not 100% sure if that is the one that overwrites yours though.
If I could work out how to recompile the .java to a .class (having issues with class path and source path) I could fix the conflicts myself without bugging you. Unfortunately I am not as proficient with the Java language as I am with others.
I want to ask your permission to modify your mod file to fix the issue (if I can work out how to recompile). I won't be redistributing it and it will only be changing the potion effects and adding a toggle (if I can manage it). It's unlikely that I will be able to fix it before you do but I like the challenge.
If you have Eclipse, just run MFR's ant script. If you can fix something and I haven't, feel free to submit either a bug report or a PR on the github about it.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/15/2013
Posts:
75
Member Details
Hi, power crystals.
I found something interesting about LiquiCrafter. If I break the LiquiCrafter, the item in 'Template' will also fall out. For example, if I put 4 Gold Ingot and a Redstone into the Crafting slot, there will be a Clock in the 'Templete' slot. Now I break the LiquiCrafter, I'll get the 4 Gold Ingot and the Redstone back AND the clock! Maybe It's a bug?
Excuse me, my English is poor.
Using the latest Beta (#727) i saw in latest changes (#725) this:
"RedNet cables: cable-only and force-connect modes"
Played a little with them it seems that it only works for Input, not for Output.
Eg:
Place a stoneblock, add a Button to it, make a RedNet cable from Stone to a lamp, force connect to stone
-> works (Lamp goes on when button pressed)
Opposite don't work:
Place a stoneblock with a lamp or Door (i wanted it for a door) obove it, place a RedNet cable forced to the stoneblock doesen't emit the signal through the block.
Hi, power crystals.
I found something interesting about LiquiCrafter. If I break the LiquiCrafter, the item in 'Template' will also fall out. For example, if I put 4 Gold Ingot and a Redstone into the Crafting slot, there will be a Clock in the 'Templete' slot. Now I break the LiquiCrafter, I'll get the 4 Gold Ingot and the Redstone back AND the clock! Maybe It's a bug?
Excuse me, my English is poor.
Using the latest Beta (#727) i saw in latest changes (#725) this:
"RedNet cables: cable-only and force-connect modes"
Played a little with them it seems that it only works for Input, not for Output.
Eg:
Place a stoneblock, add a Button to it, make a RedNet cable from Stone to a lamp, force connect to stone
-> works (Lamp goes on when button pressed)
Opposite don't work:
Place a stoneblock with a lamp or Door (i wanted it for a door) obove it, place a RedNet cable forced to the stoneblock doesen't emit the signal through the block.
Yeah, that doesn't work right now because it led to power loops. It was a mess. You'll need to use a redstone torch to do that.
Hey PC, can see your getting bombed by bugs and such but i also have another, well not really a bug but a weird issue. i have a mod called nxMinetilites and it adds facades for BC out of any block so i setup your new blocks (ice and whitestone etc) and in 147 it worked fine but in 1.5.2 since the rednet block is with them in the metadata i think its causing the exception i keep getting on MultiMC's log, not a crash it simply wont bother with them. not a top priority but thought you needed to know as its gaining popularity pretty fast and this will come up again im sure.
Great work also BTW on adding Magical Crops compat sooo fast! one thing for sure MFR is taking over the forge playground fast!!!! EAT THAT RP2...
Hey PC, can see your getting bombed by bugs and such but i also have another, well not really a bug but a weird issue. i have a mod called nxMinetilites and it adds facades for BC out of any block so i setup your new blocks (ice and whitestone etc) and in 147 it worked fine but in 1.5.2 since the rednet block is with them in the metadata i think its causing the exception i keep getting on MultiMC's log, not a crash it simply wont bother with them. not a top priority but thought you needed to know as its gaining popularity pretty fast and this will come up again im sure.
Great work also BTW on adding Magical Crops compat sooo fast! one thing for sure MFR is taking over the forge playground fast!!!! EAT THAT RP2...
Ill post a log of it in a bit, i removed the ids from their configs so havent been getting the exception in a bit ill re-set it up and post the results, from my basic point of view it seems its loading way before MFR does. before MFR even claims or sets its IDs so it may be their fault as it was to start a BC type addon maybe they load their mod after BC? at any rate ill post a log when i reset the config up gimmie a bit it will be up today at some point.
The first ID 2382 is the older bricks and the second 2360 is the newest ones whitestone etc.. i changed the ids of course, the other blocks are from BoP (biomes o plenty) as well as alot more i have set. i just cut this section out as this is all it does no more mention of it and they dont show in game.
so far this is the only time (mod) that this happens on so its weird, like i said not a top priority but maybe you can download the mod and check it out. its really simple to setup that mod so i cant think that i did anything wrong. although its a new modder so it maybe be on his side.
also wanted to clarify your blocks are fine also they are in game and work perfect, just no facades its really got me stumped.
Ill post a log of it in a bit, i removed the ids from their configs so havent been getting the exception in a bit ill re-set it up and post the results, from my basic point of view it seems its loading way before MFR does. before MFR even claims or sets its IDs so it may be their fault as it was to start a BC type addon maybe they load their mod after BC? at any rate ill post a log when i reset the config up gimmie a bit it will be up today at some point.
The first ID 2382 is the older bricks and the second 2360 is the newest ones whitestone etc.. i changed the ids of course, the other blocks are from BoP (biomes o plenty) as well as alot more i have set. i just cut this section out as this is all it does no more mention of it and they dont show in game.
so far this is the only time (mod) that this happens on so its weird, like i said not a top priority but maybe you can download the mod and check it out. its really simple to setup that mod so i cant think that i did anything wrong. although its a new modder so it maybe be on his side.
also wanted to clarify your blocks are fine also they are in game and work perfect, just no facades its really got me stumped.
I can't guarantee when I'll get to this, but I'll file an issue for it.
I started wading through the thread, but when I realised just how many pages of posts there are, I decided to sign up and ask my questions.
I've done a search for posts about the connector plates which spontaneously appear when you connect a rednet cable to something (eg a switch), but can't see any evidence that people have asked for a way to disguise them.
I had hoped that a microblock cover would do the trick, however when I tried it it just seemed to fill in the edges.
I'd like a way to disguise the plates as they are aesthetically jarring in some of the builds I envisage. Is there a way to achieve that goal, and I've just not found it yet?
The other thing is worldgen.
I've disabled worldgen of MFR lakes, because, to be honest, one thing I really don't want when I connect to a minecraft world is random pools of effulent in my landscape. Actually I haven't tested it yet, so I'm hoping that disabling the MFR lakes will prevent that stuff appearing. Can someone confirm that for me?
May I suggest that separate options for the worldgen of the liquids might be a worthwhile idea? So that one might disable one but not the other.
Request (low priority): Harvester Support for Natura, specifically Cotton. As RP2 hasn't updated to 1.5, I'm using Cotton as my source of string, but can't automate because no-one supports it (yet. I have a feeling it will garner more support the longer Eloraam is away from the modding scene).
Thank you, love your work.
I've been meaning to do that, so now I did. It's in the betas as of #726.
INFORMATION WANTS TO BE WRONG
That's great; I'm looking forward to it then!
As always this mod is awesome.
On the laser drill. I see AE ore is included. Will other mod ores be added?
Not sure if you have a clean way to look at what ores are in world gen and pull enabled ores from there.
My wishlist would be:
TE ores-
copper, tin, lead, silver
IC2-
Uranium
--Might be a bit to strong to make this a renewable resource, but bees can do it, so why not...
I guess technically i have MFFS installed. Haven't used it yet, so Monozite or whatever?
Not sure the role of the drill, so if these are outside of it's scope no worries.
Not sure when you add alternate recipes. I was running just TE recipes. The drill and pre-charger did not have TE recipes a day or two ago -- i enabled vanilla recipes to be able to see/use these guys.
There seems to be no rhyme or reason behind where they will drop you off; as far as I can tell they will always put you within four blocks of it, and the position it places you is constant but the exact location relative to where the dropoff is seems to be different in every location. This is making it EXTREMELY difficult to use them in complex rail systems since one of mine insists on dropping the player off on top of the adjacent rail three blocks away rather than just putting them next to where the dropoff is.
Can I get ANY rules of thumb for how the dropoff rails will place you? I'm getting real sick of this trial-and-error nonsense!
The only other thing I can think of that would modify the potion files is Atomic Expansion from UE. Uranium ore also poisons when you are in close vicinity.
Looking through the class files of UE I can see the mod creates potion effects. I'm not 100% sure if that is the one that overwrites yours though.
If I could work out how to recompile the .java to a .class (having issues with class path and source path) I could fix the conflicts myself without bugging you. Unfortunately I am not as proficient with the Java language as I am with others.
I want to ask your permission to modify your mod file to fix the issue (if I can work out how to recompile). I won't be redistributing it and it will only be changing the potion effects and adding a toggle (if I can manage it). It's unlikely that I will be able to fix it before you do but I like the challenge.
I'm having a similar problem. The ticking mod effect error only starts after a saved game loads. The initial start up is fine.
I think you are right about which mod has the conflict. Even though I'm running a lot mods, Atomic science and MFR are the only two that have potion effects in the world gen.
Looks like I'm going to have to start a new world again. But with Atomic science radiation shut off in the config.
You haven't tried hard enough.
I just spent the last two days finding the .class files and attempting to modify them. I got all the way up to compiling but am unable to find the location of some of the files that the .class imports from. Due to this it won't compile due to not having a class or source path to hook into (Java is alot more demanding than other languages!).
I come back to find that Atomic science has an option in config to turn off radiation...I think my brain just exploded.
I guess all that's left to do now is to inform the mod creators about the issue and hope it's fixed in the next release.
Apologies for blaming your mod Power Crystals, I didn't realise that it was Atomic Science causing the issue.
TE ores are being handled by Lemming. I don't know when to expect an update from him.
Uranium will probably make it in. I'm not sure what to do about MFFS' ore because there's like 5 MFFSes and I have no idea if their stuff is interchangable.
Typically, I set up the vanilla recipes and then Emy does the TE/GT recipes at some point later. I'm actually not sure if he has yet.
They start looking at the lowest (X,Z) coordinate in their search radius. They aren't very smart because, well, pretty much nobody uses them, so I've never really had a reason to make them more intelligent. It should be avoiding other rails as invalid drop placements though, so I may have to revisit that.
If you have Eclipse, just run MFR's ant script. If you can fix something and I haven't, feel free to submit either a bug report or a PR on the github about it.
It's fine, it can be hard to debug mod interactions like that.
INFORMATION WANTS TO BE WRONG
I found something interesting about LiquiCrafter. If I break the LiquiCrafter, the item in 'Template' will also fall out. For example, if I put 4 Gold Ingot and a Redstone into the Crafting slot, there will be a Clock in the 'Templete' slot. Now I break the LiquiCrafter, I'll get the 4 Gold Ingot and the Redstone back AND the clock! Maybe It's a bug?
Excuse me, my English is poor.
"RedNet cables: cable-only and force-connect modes"
Played a little with them it seems that it only works for Input, not for Output.
Eg:
Place a stoneblock, add a Button to it, make a RedNet cable from Stone to a lamp, force connect to stone
-> works (Lamp goes on when button pressed)
Opposite don't work:
Place a stoneblock with a lamp or Door (i wanted it for a door) obove it, place a RedNet cable forced to the stoneblock doesen't emit the signal through the block.
This is a bug. Which version are you using?
Yeah, that doesn't work right now because it led to power loops. It was a mess. You'll need to use a redstone torch to do that.
INFORMATION WANTS TO BE WRONG
Great work also BTW on adding Magical Crops compat sooo fast! one thing for sure MFR is taking over the forge playground fast!!!! EAT THAT RP2...
Can you show me the actual log?
I thought I fixed that. I'll put it on the todo.
INFORMATION WANTS TO BE WRONG
EDIT -
2013-05-12 13:06:35 [INFO] [nxMinetilities] Loading nxMinetilities 0.1.8
2013-05-12 13:06:35 [INFO] [nxMinetilities] http://github.com/nexx/nxMinetilities
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: redrock
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: redcobble
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: redbrick
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: tile.holyStone
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: mud
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: quicksand
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: tile.hardSand
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: tile.hardDirt
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: tile.hardIce
2013-05-12 13:06:35 [SEVERE] [nxMinetilities] [AdditionalFacades] ERROR! Exception thrown adding block: 2382
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: tile.cragRock
2013-05-12 13:06:35 [SEVERE] [nxMinetilities] [AdditionalFacades] ERROR! Exception thrown adding block: 2360
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: tile.driedDirt
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: tile.ash
2013-05-12 13:06:35 [INFO] [nxMinetilities] [AdditionalFacades] Adding Block: tile.ashStone
The first ID 2382 is the older bricks and the second 2360 is the newest ones whitestone etc.. i changed the ids of course, the other blocks are from BoP (biomes o plenty) as well as alot more i have set. i just cut this section out as this is all it does no more mention of it and they dont show in game.
so far this is the only time (mod) that this happens on so its weird, like i said not a top priority but maybe you can download the mod and check it out. its really simple to setup that mod so i cant think that i did anything wrong. although its a new modder so it maybe be on his side.
also wanted to clarify your blocks are fine also they are in game and work perfect, just no facades its really got me stumped.
I can't guarantee when I'll get to this, but I'll file an issue for it.
Right now, you can't. We have a plan to fix this but no set ETA. It'll probably be in 2.6.
INFORMATION WANTS TO BE WRONG
I've done a search for posts about the connector plates which spontaneously appear when you connect a rednet cable to something (eg a switch), but can't see any evidence that people have asked for a way to disguise them.
I had hoped that a microblock cover would do the trick, however when I tried it it just seemed to fill in the edges.
I'd like a way to disguise the plates as they are aesthetically jarring in some of the builds I envisage. Is there a way to achieve that goal, and I've just not found it yet?
The other thing is worldgen.
I've disabled worldgen of MFR lakes, because, to be honest, one thing I really don't want when I connect to a minecraft world is random pools of effulent in my landscape. Actually I haven't tested it yet, so I'm hoping that disabling the MFR lakes will prevent that stuff appearing. Can someone confirm that for me?
May I suggest that separate options for the worldgen of the liquids might be a worthwhile idea? So that one might disable one but not the other.
Enchanted Book produced by Auto-Disenchanter can't be used in Anvil:
And the color of the Enchanted Book's name is blue:
But the color of original Enchanted Book is yellow and can be used in Anvil:
Thank you, love your work.
Edit: ze Spellins