I know you said it is temporary, but add in macerating ores as soon as possible
Please add in macerating ores for nikolite directly, as you have to smelt it and then place and break the ore in the world to get the nikolite dust
Add in the option to generate different versions of the ores. By default, I believe factorization ore is spawned. Please add an option to make it into redpower silver, for example
Maybe add in other ores, like Forestry Apatite, and the redpower gems. This isn't necessary as there are already plenty of ore in the nether now, but it might be nice
In order:
Yeah, see the conversations on this page and the last one about that.
Wait, can you actually not macerate nikolite ore blocks? I just assumed that was a thing.
NetherOres assigns whichever mod loads first. It'd be really difficult for me to add per-mod preferences, so this isn't likely to change, sorry.
Yeah, even more ores is planned. Definitely RP2 gems at some point.
Wait! What?
I just caught the implications of this (I think). I've been meaning to go back to the Nether since the update but I keep putting it off.
So for example, it is going to use the tin and copper from Forestry even though I have it disabled since TE loads after it? Pretty much all my ores would be wrong since TE loads about last.
Talk to bspkrs about config, he has treecapitator parsing other mods config files if they exist for block ids. Maybe the same would work for netherores? Add in parsing if world generation is enabled or not for that particular mod maybe?
Speaking of APIs, when are we getting Omnitool support? Or is it the other way around and KL has to update omnitools to support MFR?
KL has to do it. He definitely has plans to (he is the entire reason the MFR API has a tool interface), I talk with him pretty often, but I can't give you a schedule.
Wait! What?
I just caught the implications of this (I think). I've been meaning to go back to the Nether since the update but I keep putting it off.
So for example, it is going to use the tin and copper from Forestry even though I have it disabled since TE loads after it? Pretty much all my ores would be wrong since TE loads about last.
Talk to bspkrs about config, he has treecapitator parsing other mods config files if they exist for block ids. Maybe the same would work for netherores? Add in parsing if world generation is enabled or not for that particular mod maybe?
Basically, you don't change the load order. You might be able to do it by screwing with the dependencies section of the mcmod.info files but I think the mod itself overrides that. You should look into the Forge Lexicon (part of Omnitools) though - it will let you exchange copper for copper, etc.
NetherOres works entirely off the ore dictionary (well, aside from the vanilla ores ). When a mod says "hey I have copper", NetherOres registers copper and sets its smelting recipe. No config parsing required (and believe me I've done stuff like that before - the MFR compatibility addons are a horrible hack).
Ugggh. I ran into that while testing NetherOres but I thought I fixed it. I can't reproduce it, though. Can you please try running Minecraft while one by one removing mods that add any of the mod ores found in NetherOres - copper, tin, silver, lead, etc- except RedPower, and seeing if you can get it to load? I suspect one of them is doing things out of order but I need to know which.
edit: do not load your world while you have mods removed. Just make sure it loads and if it does, close Minecraft and then put the mod(s) back.
So powercrystals is back in the game, eh? Now I can use Conveyor belts without the base edits that comes with Power Craft. I look forward to using your mod. Sounds quite fun.
Yes and steam will not require water. Steam is a form of power, and it will be converted.
KL has to do it. He definitely has plans to (he is the entire reason the MFR API has a tool interface), I talk with him pretty often, but I can't give you a schedule.
Basically, you don't change the load order. You might be able to do it by screwing with the dependencies section of the mcmod.info files but I think the mod itself overrides that. You should look into the Forge Lexicon (part of Omnitools) though - it will let you exchange copper for copper, etc.
NetherOres works entirely off the ore dictionary (well, aside from the vanilla ores ). When a mod says "hey I have copper", NetherOres registers copper and sets its smelting recipe. No config parsing required (and believe me I've done stuff like that before - the MFR compatibility addons are a horrible hack).
Ugggh. I ran into that while testing NetherOres but I thought I fixed it. I can't reproduce it, though. Can you please try running Minecraft while one by one removing mods that add any of the mod ores found in NetherOres - copper, tin, silver, lead, etc- except RedPower, and seeing if you can get it to load? I suspect one of them is doing things out of order but I need to know which.
edit: do not load your world while you have mods removed. Just make sure it loads and if it does, close Minecraft and then put the mod(s) back.
thanks for the reply but I like solved the problem. renamed "MineFactoryReloaded_2.0.3" in "z_MineFactoryReloaded_2.0.3". and it helped me)
Sorry for bad english
thanks for the reply but I like solved the problem. renamed "MineFactoryReloaded_2.0.3" in "z_MineFactoryReloaded_2.0.3". and it helped me)
Sorry for bad english
Oh, yeah, renaming files can affect load order too. And your english was fine
And now a rare screenshot where I forgot to turn off NEI first:
Ok people keep asking me so here's how this works:
You start with a "core" block, the Energy Bridge as shown
You create at least one "IN" block and one "OUT" block for whatever power systems you want
You place those adjacent to the core
You wire everything up
Everything is configured by block adjacency. The GUI just tells you what you did.
You will craft the "IN"s, and IN crafts to OUT and vice-versa at no cost besides the original block, so they're just swapped back and forth in a crafting grid.
In order:
INFORMATION WANTS TO BE WRONG
INFORMATION WANTS TO BE WRONG
0.0 what is this awesomness????
He's a mad man with a box
INFORMATION WANTS TO BE WRONG
OMG, I am seeing UE there.. next thing will be me seeing RP in the West side @.@ You are awesome! Connect everything! You can do it!
Even if RC has a BC style energy, Steam Engines are still unique in a way.
Steam in/out, it will probably be renamed "STEAM" before it's out. And RP still unlikely.
INFORMATION WANTS TO BE WRONG
Oh, hell you are going to actually handle steam through the converter, rock on!
Yeah, I know, Elo is like "the godfather" of the modding community, god forbid you her off. Will continue to hope for the day she releases an API.
Speaking of APIs, when are we getting Omnitool support? Or is it the other way around and KL has to update omnitools to support MFR?
He's a mad man with a box
How do I change which mod loads first?
Wait! What?
I just caught the implications of this (I think). I've been meaning to go back to the Nether since the update but I keep putting it off.
So for example, it is going to use the tin and copper from Forestry even though I have it disabled since TE loads after it? Pretty much all my ores would be wrong since TE loads about last.
Talk to bspkrs about config, he has treecapitator parsing other mods config files if they exist for block ids. Maybe the same would work for netherores? Add in parsing if world generation is enabled or not for that particular mod maybe?
Sorry for bad English
Boo =p So still no RP huh? Aw well, at least now we have Wind mills and Turbines.
As I understand it, you can input power from BC, IC2, UE and Railcraft (steam) and output any other power type from the list, no other requirements.
Yes and steam will not require water. Steam is a form of power, and it will be converted.
KL has to do it. He definitely has plans to (he is the entire reason the MFR API has a tool interface), I talk with him pretty often, but I can't give you a schedule.
Basically, you don't change the load order. You might be able to do it by screwing with the dependencies section of the mcmod.info files but I think the mod itself overrides that. You should look into the Forge Lexicon (part of Omnitools) though - it will let you exchange copper for copper, etc.
NetherOres works entirely off the ore dictionary (well, aside from the vanilla ores
Ugggh. I ran into that while testing NetherOres but I thought I fixed it. I can't reproduce it, though. Can you please try running Minecraft while one by one removing mods that add any of the mod ores found in NetherOres - copper, tin, silver, lead, etc- except RedPower, and seeing if you can get it to load? I suspect one of them is doing things out of order but I need to know which.
edit: do not load your world while you have mods removed. Just make sure it loads and if it does, close Minecraft and then put the mod(s) back.
INFORMATION WANTS TO BE WRONG
INFORMATION WANTS TO BE WRONG
thanks for the reply
Sorry for bad english
Sorry for bad English
Oh, yeah, renaming files can affect load order too. And your english was fine
And now a rare screenshot where I forgot to turn off NEI first:
Ok people keep asking me so here's how this works:
You will craft the "IN"s, and IN crafts to OUT and vice-versa at no cost besides the original block, so they're just swapped back and forth in a crafting grid.
Sprites are not final yet.
Oh and they're 1:1 for testing.
INFORMATION WANTS TO BE WRONG