Yeah I never could get the NEI API to work with the fusion furnace so I gave up on it it worked but I could never get the GUI to display. I didn't even know JEI was a thing til the other day.
Yeah I never could get the NEI API to work with the fusion furnace so I gave up on it it worked but I could never get the GUI to display. I didn't even know JEI was a thing til the other day.
Actually, your last 1.7.10 version did have NEI working, which was a major improvement over looking up the recipes. Getting JEI integration working for 1.9.4+ was one of the more important things for me after just getting the ports working, because I am so used to being able to look up recipes for machines in NEI/JEI. Hell, most modmakers barely bother to document their recipes any more, they just tell you to 'look it up in NEI/JEI".
Also, playing tech modpacks made me want to make sure Fusion furnace automation actually worked, because I've come to hate inserting and pulling stuff out by hand, especially for mass production. It may have been working in 1.7.10, but my initial port made a hash of even hopper support. (That's what happens when you make 'monkey copies' of code you don't understand...) It's fixed now, though, and I understand the hybrid ISidedInvWrapper stuff better.
Question about current version (fusion-1.10.2-2.1.7.2) Fusion custom recipes implementation.
Is catalyst required for recipe to be valid? I tried empty string and "minecraft:air" but those does not seem to work.
Is it somehow possible to register Fusion Furnace recipe with two inputs and without a catalyst? Will you consider adding a feature like this in the near future?
Yes, it is. Catalyst has to be an actual item in-game (I don't think "minecraft:air" has an itemBlock that you can put in an inventory slot).
The custom recipe implementation is a bit rudimentary and shaky--it doesn't really safety-check for bad inputs in the config file, and it doesn't have any way to specify multiple items per input (i.e., you can do bronze as 1 copper + 1 tin + catalyst, but you can't do bronze as 3 copper + 1 tin + catalyst). (I'm not sure it's even set up to do multiple items for hard-coded recipes -- I need to check on that).
That being said, I do plan to add ModTweaker support, and probably get rid of the shaky custom recipe code after I do that.
Honestly guys, Sinhika has done an amazing job fixing most of my bad/dodgy coding it's pretty amazing really, because handling someone else's code can often be a really shitty job (and in this case I'm sure my bad coding made sure it was!). Thanks for all the work you do Sinhika, you're much more onto it than I am.
Honestly guys, Sinhika has done an amazing job fixing most of my bad/dodgy coding it's pretty amazing really, because handling someone else's code can often be a really shitty job (and in this case I'm sure my bad coding made sure it was!). Thanks for all the work you do Sinhika, you're much more onto it than I am.
You can't take credit for the dodgy custom recipes code--I mostly re-wrote that section myself. It's mybad dodgy code! ;-)
I have uploaded an alpha test version of Machines to CurseForge. It won't show up in the Curse widget because it's an alpha version; you have to go to CurseForge to download it: https://minecraft.curseforge.com/projects/machines
I also updated the "Source" and "Issues" links on various projects.
Would it be possible to add nuggets for the metal types? Playing Better With Mods with hardcore ores on (smelt ores to get nuggets instead of ingots). I didn't get nuggets out of it and after tweeting beeto he said it needs to come from the mod or it defaults to ingots instead of nuggets.
As I recall, we didn't add nuggets because of the complications with "do nuggets convert to small/med/large ore chunks? If so, how?" It occurs to me that nuggets of refined metal and ore chunks that still have to be smelted are entirely different things, so nuggets may be a useful feature to add after all.
I have been playing this mod for quite a while and I have noticed that the armor protects less as the durability decreases. Is there any way to configure this? I have skimmed through the config files and there does not appear to be any easy toggle on or off option for this feature. I am using the Simple ores, Fusion, Nether Rocks, and machines for 1.7.10
There's some issues with the config files on 1.10.2 version and most likely the other ones too.
Boots and helmets values are switched, and chestplate and leggings value too. For example, giving 8 armor to a chestplate and 7 armor to leggings would give 8 armor to the leggings and 7 armor to the chestplate. It's easily fixed by configuring it the opposite way you want it to be, but quite annoying.
Also, upon changing mythril to be better than diamond on my server i've noticed the axe keep a lesser attack speed than diamond. A config for tools attack speeds would be appreciated.
Just dropped in to let everyone know I'm not dead, the lack of updates are because of (a) Real Life and (b) I'm trying to fix SimpleBucket items to correctly use the new FluidHandler stuff, and they are kicking my ass.
Good news! I have ported Simple Core API and Simple Ores2 to 1.11.2, and they should probably work on 1.11 and 1.11.1 if you are using them. Once CurseForge gets around to approving them, they should be visible as alpha or beta releases.
Better news: Simple Ores2 is version-agnostic as far as 1.10.2 - 1.11.2 goes. Please, test extensively against both 1.10.2 and 1.11.2 and let me know of any problems; these are alpha/beta releases.
The bad news: McJty's CompatLayer is now a required library, and Simple Core API is version-specific. That is, if:
- You are running 1.10.2: get CompatLayer for 1.10.2, get SimpleCore API for 1.10.2, and Simple Ores2 for 1.10.2
- You are running 1.11.2: get CompatLayer for 1.11.2, get SimpleCore API for 1.11.2 (alpha), and Simple Ores2 for 1.10.2. (Simple Ores2 should appear as both 1.11.2 and 1.10.2 compatible).
Also bad news: This port doesn't support 1.9.4; however, I will re-label the version-required check next release and 1.9.4 users can tell me if the 1.10.2 version works in 1.9.4. I have no idea if McJty's CompatLayer lib works in 1.9.4, and it's required.
Addenda:
- as mentioned below, fixed armor value swap bug in Simple Ores2.
- Thanks to ZeroTiger, Danish localization added to Simple Ores2.
Boots and helmets values are switched, and chestplate and leggings value too. For example, giving 8 armor to a chestplate and 7 armor to leggings would give 8 armor to the leggings and 7 armor to the chestplate. It's easily fixed by configuring it the opposite way you want it to be, but quite annoying.
Problem found and fixed in the latest release of Simple Ores 2. It will be fixed in Fusion and Netherrocks when I finish porting those.
Thank TheOldOne for filing an issue at my GitHub, that got me on the issue and I fixed it.
Please make it so the Netherrocks has a 1.8 version
Unfortunately, I am extremely unlikely to go back to 1.8.9 programming. I never could get the fusion furnace to work right in 1.8.9, so I gave up on backporting stuff and just moved on to 1.9.4+
I have been playing this mod for quite a while and I have noticed that the armor protects less as the durability decreases. Is there any way to configure this? I have skimmed through the config files and there does not appear to be any easy toggle on or off option for this feature. I am using the Simple ores, Fusion, Nether Rocks, and machines for 1.7.10
- 1.7.10 is no longer being maintained.
- None of the versions of Simple Ores2 changed standard armor mechanics; whatever you are seeing is from your installation. Possibly you have another mod that modified armor values based on durability?
I have removed all other mods and deleted all the config so everything returned to their defaults, all there is now is simplecore, simpleores, fusion, netherrocks, and machines, but still the sinisite armor continues to protect less as it's durability depletes, however; I understand that this is an older version that is no longer maintained so I will not waste your time asking you to look into it. Thank you for taking the time to respond to my first post though, I appreciate it.
(note: this change does not show in the armor bar, I have been testing it using creepers and zombies.)
Yeah I never could get the NEI API to work with the fusion furnace so I gave up on it it worked but I could never get the GUI to display. I didn't even know JEI was a thing til the other day.
Actually, your last 1.7.10 version did have NEI working, which was a major improvement over looking up the recipes. Getting JEI integration working for 1.9.4+ was one of the more important things for me after just getting the ports working, because I am so used to being able to look up recipes for machines in NEI/JEI. Hell, most modmakers barely bother to document their recipes any more, they just tell you to 'look it up in NEI/JEI".
Also, playing tech modpacks made me want to make sure Fusion furnace automation actually worked, because I've come to hate inserting and pulling stuff out by hand, especially for mass production. It may have been working in 1.7.10, but my initial port made a hash of even hopper support. (That's what happens when you make 'monkey copies' of code you don't understand...) It's fixed now, though, and I understand the hybrid ISidedInvWrapper stuff better.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Yes, it is. Catalyst has to be an actual item in-game (I don't think "minecraft:air" has an itemBlock that you can put in an inventory slot).
The custom recipe implementation is a bit rudimentary and shaky--it doesn't really safety-check for bad inputs in the config file, and it doesn't have any way to specify multiple items per input (i.e., you can do bronze as 1 copper + 1 tin + catalyst, but you can't do bronze as 3 copper + 1 tin + catalyst). (I'm not sure it's even set up to do multiple items for hard-coded recipes -- I need to check on that).
That being said, I do plan to add ModTweaker support, and probably get rid of the shaky custom recipe code after I do that.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Honestly guys, Sinhika has done an amazing job fixing most of my bad/dodgy coding it's pretty amazing really, because handling someone else's code can often be a really shitty job (and in this case I'm sure my bad coding made sure it was!). Thanks for all the work you do Sinhika, you're much more onto it than I am.
You can't take credit for the dodgy custom recipes code--I mostly re-wrote that section myself. It's my bad dodgy code! ;-)
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Ah I see
when will machines and asthetics be updated to 1.10.2? i can't wait to create a world with these!
Command Block enthusiast
Aesthetics has already been updated; it's listed as a beta. Machines is next.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
I have uploaded an alpha test version of Machines to CurseForge. It won't show up in the Curse widget because it's an alpha version; you have to go to CurseForge to download it: https://minecraft.curseforge.com/projects/machines
I also updated the "Source" and "Issues" links on various projects.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Fearheaven, they are two different spellings, neither is incorrect. LoTR uses Mithril, though mythril is still valid.
Would it be possible to add nuggets for the metal types? Playing Better With Mods with hardcore ores on (smelt ores to get nuggets instead of ingots). I didn't get nuggets out of it and after tweeting beeto he said it needs to come from the mod or it defaults to ingots instead of nuggets.
I use BASE for nuggets.
As I recall, we didn't add nuggets because of the complications with "do nuggets convert to small/med/large ore chunks? If so, how?" It occurs to me that nuggets of refined metal and ore chunks that still have to be smelted are entirely different things, so nuggets may be a useful feature to add after all.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
I have been playing this mod for quite a while and I have noticed that the armor protects less as the durability decreases. Is there any way to configure this? I have skimmed through the config files and there does not appear to be any easy toggle on or off option for this feature. I am using the Simple ores, Fusion, Nether Rocks, and machines for 1.7.10
There's some issues with the config files on 1.10.2 version and most likely the other ones too.
Boots and helmets values are switched, and chestplate and leggings value too. For example, giving 8 armor to a chestplate and 7 armor to leggings would give 8 armor to the leggings and 7 armor to the chestplate. It's easily fixed by configuring it the opposite way you want it to be, but quite annoying.
Also, upon changing mythril to be better than diamond on my server i've noticed the axe keep a lesser attack speed than diamond. A config for tools attack speeds would be appreciated.
Just dropped in to let everyone know I'm not dead, the lack of updates are because of (a) Real Life and (b) I'm trying to fix SimpleBucket items to correctly use the new FluidHandler stuff, and they are kicking my ass.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Please make it so the Netherrocks has a 1.8 version
Good news! I have ported Simple Core API and Simple Ores2 to 1.11.2, and they should probably work on 1.11 and 1.11.1 if you are using them. Once CurseForge gets around to approving them, they should be visible as alpha or beta releases.
Better news: Simple Ores2 is version-agnostic as far as 1.10.2 - 1.11.2 goes. Please, test extensively against both 1.10.2 and 1.11.2 and let me know of any problems; these are alpha/beta releases.
The bad news: McJty's CompatLayer is now a required library, and Simple Core API is version-specific. That is, if:
- You are running 1.10.2: get CompatLayer for 1.10.2, get SimpleCore API for 1.10.2, and Simple Ores2 for 1.10.2
- You are running 1.11.2: get CompatLayer for 1.11.2, get SimpleCore API for 1.11.2 (alpha), and Simple Ores2 for 1.10.2. (Simple Ores2 should appear as both 1.11.2 and 1.10.2 compatible).
Also bad news: This port doesn't support 1.9.4; however, I will re-label the version-required check next release and 1.9.4 users can tell me if the 1.10.2 version works in 1.9.4. I have no idea if McJty's CompatLayer lib works in 1.9.4, and it's required.
Addenda:
- as mentioned below, fixed armor value swap bug in Simple Ores2.
- Thanks to ZeroTiger, Danish localization added to Simple Ores2.
Problem found and fixed in the latest release of Simple Ores 2. It will be fixed in Fusion and Netherrocks when I finish porting those.
Thank TheOldOne for filing an issue at my GitHub, that got me on the issue and I fixed it.
Unfortunately, I am extremely unlikely to go back to 1.8.9 programming. I never could get the fusion furnace to work right in 1.8.9, so I gave up on backporting stuff and just moved on to 1.9.4+
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
- 1.7.10 is no longer being maintained.
- None of the versions of Simple Ores2 changed standard armor mechanics; whatever you are seeing is from your installation. Possibly you have another mod that modified armor values based on durability?
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
I have removed all other mods and deleted all the config so everything returned to their defaults, all there is now is simplecore, simpleores, fusion, netherrocks, and machines, but still the sinisite armor continues to protect less as it's durability depletes, however; I understand that this is an older version that is no longer maintained so I will not waste your time asking you to look into it. Thank you for taking the time to respond to my first post though, I appreciate it.
(note: this change does not show in the armor bar, I have been testing it using creepers and zombies.)