You're saying that this is supposed to be like that ?
If yes, then it's a very bad idea, this is just annoying, and this also means that onyx is slower than adamantium.
Netherrack simply has a very low hardness factor. It's the hardness factor that determines how long it takes to mine it with the appropriate tools. Adamantium and thyrium are both very fast, so they break it very quickly. However, an Efficiency 4 diamond pickaxe will have the same effect.
Yes, that's normal for mining netherrack with fast picks, it's nothing special to Simple Ores. I'm playing a modpack using Tinker's Construct tools, and I had to build a dedicated slow flint pickaxe to mine netherrack in a controlled fashion--my regular stone-mining pick has so much haste it effectively explodes a line of netherrack when I click on one.
I wish that the original design of the mod made small, medium and large chunks some fraction of 1/9 of an ingot, so that there was easy conversion between nuggets, ingots and chunks, as so many other mods use nuggets. Hmm...
I large chunk = 3 med chunks = 5 sm. chunks = 1 ingot = 9 nuggets
1 large chunk = 9 nuggets - okay
1 med chunk = 3 nuggets - okay
1 sm chunk = 9/5 nugget = 1.8 nuggets - not okay.
rounding up to 1 sm chunk = 2 nuggets means 1 ingot = 9/2 = 4.5 sm chunks = 4. sm chunks, which means lossy conversion if 5 sm chunks = 1 ingot..
unless you make the recipe yield 4 sm chunks + 1 nugget. That's normally not possible.
The only way I can see to correct this problem (mod compatibility issue between nuggets & chunks), is to scrap s/m/L chunks and replace them with varying yields of nuggets. Unfortunately, that would also scrap the "smelting the final chunk to get ingot" step, although it could be argued that because of that step, Simple Ores Fusion is over twice as expensive, fuel-wise, as most mods that provide some kind of alloy furnace, and that maybe that step should be scrapped. OTOH, Simple Ores2 is not a set of industrial mods, it's more a Ancient/Medieval-style artisan smithing mod. Maybe it should be less efficient than setting up an EnderIO alloy furnace.
ETA: Alternatively, make 1 sm chunk = 1 nugget, which would drastically nerf effective outputs from the "cheapest" Fusion catalysts
Now, a Tinker's Construct smelter eliminates the second smelting step, but there's a fair amount of overhead in setting one up, and they require lava to run on, so I think they balance out.
-- Netherrocks alpha is up for 1.9.4 on CurseForge. Special armor effects are working again, and I've added a Fyrite shovel and axe that autosmelt. Seriously, fyrite is fun--auto-smelting and set-things-on-fire tools. The only reason I didn't make a fyrite hoe and fyrite shears is that they would be really silly. (right-click to set sheep on fire?)
I'm actually already adding zinc in the tinkers plugin I'm working on. I also have the alloys able to be made in the smelter in the plugin but disabled by default. Next is to add netherrocks support.
One thing I do when using simple ores and ender IO together is add all fusion furnace recipes to the alloy smelter.
Edit: I tried to add some of the alloy smelter recipes to the fusion furnace and found the option to add custom recipes using the config isn't available.
I have not re-implemented that feature yet because it wasn't necessary to get the basic functionality up and running. Now that I know you need it, I'll go back and get it working. (Note to self: add to roadmap)
I may have been lazy about updating the update.json, but i did push the fixes for that up to CurseForge a version or two ago. Both the hand-held and the bow animations should be fixed in more recent versions. It looked okay when I tested just now.
TheOldOne822, any one else who may be interested: custom recipes have been added/re-implemented in Fusion. You will need to download the newest version AND get the new version of SimpleCore, which is required. Note that the custom recipe feature is mostly untested; it should work with both ore-dictionary names and ID-type names ("modid:thing"). It should log a message if a material can't be found. Also, custom recipes are registered during post-init, so they should pick up all mod items that have been added during their earlier initialization phases. I haven't actually tested any of this except the default "dummy" recipe. (which isn't dirt-to-diamonds anymore, it's a 'lossy pulveriser to make gravel' recipe)
A couple more things--is anyone going to be confused if I combine the 1.9.4 & 1.10.2 builds? They're already the same code, I just compile them separately, but apparently you can tell Forge that a mod is good for both versions, and have just one mod that works in 1.9.4 and 1.10.2. I think I want to do that.
Alexndr, TheOldOne822, Zot, anyone who has been working on this mod from wayback: isn't a 'catalyst' something that isn't supposed to be consumed by the alloying process? What do you think of making the catalyst not being consumed at all, or having some chance of not being consumed, or having "improved" (higher-tier) fusion furnaces that have an increasing chance of not consuming the catalyst?
You're correct, technically. The catalyst can affect or speed up the reaction, but doesn't get changed in the process. However, the fusion furnace uses the catalyst to achieve a higher purity or yield, rather than a higher reaction speed. I suppose technically catalyst isn't 100% the correct term, but it does convey the general idea of how the furnace works, so it's suitable in my opinion. After all, it is a video game
My own imagination is that the catalyst are somehow actually mixed into the product and trash as impurity, but we are OK with that since it does not affect the characteristics/functionality of the alloys. (Introduce another kinds of impurity in order to remove major impurities...)
In terms of add-on creations, I think the "zero-stack-size trick" will still work and allow you to add new alloys that does not consume the catalyst in the process.