Note: the slime island blacklist has a hardcoded entry to not spawn in the twilight forest. the dimension's various large structures, and other features make slime islands a very bad fit. they also will not have pools in the promised land by default.
Well. That's unhelpful. Forge is likely to take just as long, meaning we won't have a significant amount of mods for at least a month. Those of us on the Slime Knights team will scramble around in the dark when Forge updates, frantically trying to bash pots together until something resembling a "mod" can be made.
The Smeltery has a ways to go yet. Oh well; network rewrite coincides with the need to networkify the Smeltery anyhoo.
starr274: I done borked something with the slime islands in 1.5.0d6. It's already unborked in dev; just don't get near them for now.
iWareWolf: Open up your configs and set any blocks to something less than 4096.
marpet0805: TConstruct started out as InfiTools 4.0. Eventually it ate InfiBlocks and Natura split off into its own entity.
minecraftlink99: Steel. It's black; go make some. If it's not black enough, make some sprites and I'll see about getting it in.
My staff members found out the issue while building for halloween. They put a scarecrow item inside the drawbridge and whenever they activated it, it crashed. Now we can't get into the crash chunk without crashing ourselves to remove the block. Please provide a fix for it in 1.5.2 >_<
Because it(GregTech) automates the registration of certain materials for processing.
For example, there is a Gregtech machine called a Lathe, which turns an ingot into a metal rod and two tiny piles of dust. It registers the rods as rodIron, rodCopper, etc. When another mod registers a metal as IngotMetal, it could just process the Metal, and automatically add a recipe for rodMetal for that metal. (I'm not sure if that particular machine does this, but there are at least some machines that do.)
This is the original Oredict convention as reccommended by Forge to enable machines and things to do this sort of thing and produce compatible products. This is how we can use products from one mod in recipes and machines from others.
Greg makes his mod give errors because he has to put in exceptions and special cases if a mod adds something he wants to be compatible but is on a non-standard Oredict registration. In this case, something that he doesn't need to do.
TiC don't want people to make an iron rod in a machine and then be able to make a tool from it in TiC.
I've also read that TC now adds code that unregisters GregTechs oredictionary handler, basically breaking GregTech on purpose.
Is this true or is it just something you can set with a config option?
As far as I know, all the nerving GregTech does to any mod can be disabled in it's config. mDiyo, are you now revising your policy regarding GregTech? Because as I recall you didn't care if GregTech breaks in the past, but now it's being broken on purpose. That suggests you do care if it breaks. Do you want it to break now?
Please tell me this is all just a big misunderstanding or a bug, because putting us, the people who love your mod, in the middle of a "war" between GregTech and Tinker's Construct is not cool.
I think there's something you should know about. It's called the Streisand Effect.
Streisand Effect refers to the unintended consequence of further publicizing information by trying to have it censored. Instead of successfully removing the information from the public, it becomes even more widely available than before as a backlash against the censorship attempt.
Threatening people to report them if they talk about a relevant issue that concerns a lot of players is the worst thing you can do really. I'm sorry to see this is the stance you guys are taking. It's a sad state of affairs
GregTech was screaming about the validity of its data, and the
iWareWolf: 1.7 has a prerelease out. You expect us to support 1.5 now?
hohoukn: Please stop lying. We understand you're on Greg's side, but stop putting words in our mouths.
Intentionally breaking GregTech is not the goal. Stopping the bug reports about "invalid" ore dictionary entries is. With the way it was implemented, GregTech should still function normally, minus a bit of data.
I had three bug reports about the names, only one of which is on the forums. The other devs did also. We weren't "flooded with reports". It was enough for us to take notice and try to have the one causing problems to stop.
progwml6: Threatening to report people for this causes more problems than it solves, plus they aren't breaking any forum rules. Censorship is completely against the ethic of the mod. As such, you are no longer allowed to speak in an official fashion regarding Tinkers' Construct.
Basileos: Downgrading the mod shouldn't have any problems.
GregTech was screaming about the validity of its data, and the
Responding to a lot of people at the same time, left the sentence unfinished?
Well at least I'm glad to hear you don't approve with censorship and breaking GregTech wasn't your intent. It does seem however that, according to GregoriusT, the result might be quite dramatic for players. Completely breaking GregTech, corrupting saves, loss of resources, that sort of stuff.
GregTech links players to his side of the story here.
Since you weren't flooded with bugreports and most people won't even read the log. Would you consider changing the behavior of the fix or making it possible to disable it through config?
It's not that I doubt you, but GregoriusT is often right about what certain code will do and frankly I'm worried he might be right about TC breaking GT and unintentionally causing a lot of problems for a lot of people.
So, where exactly have I been lying? If any of the information I've brought up has been wrong show me why. I can assure you it has not been intentional, I'm merely working off from the data I have access to.
i have found a bug, which i reported earlier, but i mistyped "cant"... soooo :/
anyway, no matter how much metal i put in the smelter, i cant pour the liquid into the casting table, no matter what stencil is in it...
i have build it correctly, and i have reinstalled it multiple times, but it just wont work with me...
are there any reports on this besides mine, or is it just that i installed it the wrong way, or is it a bug?
cause i have run dry on ideas on how to fix it...
Are you using stencils or casts? If it's stencils, that is likely your problem as the ability to make metal parts with stencils was disabled by default a while back.
Is stopping mod from loading completely not "intentionally breaking GT"? The way its currently implemented big part GT recipes are broken and there is a real possibility of data loss and loosing stuff.
GT breaks a lot of mods by itself why don't you complain about that as well? And no i'm neither a GT hater or a lover as a matter of fact i run both GT and TiC
i would like to apologize for my earlier post. it was an extremely poorly designed attempt to get more direct communication between both sides of this issue. I will not ask for you to forgive me at all for it.
feel free to come to our IRC chanel on esper #tinkersconstruct to speak to us about this issue, and come up with a solution to this issue that will be beneficial to everyone involved.
I have kind of a strange issue that I haven't seen talked about a lot. I know that there has been a lot of work to get the smeltry where it's wanted to be. But for some reason any time I use anything above 1.5 the smeltry doesn't seem to work for me. Once constructed, the flame on the controller doesn't come on, and I can't load anything into the UI. If I downgrade to 1.4.7, it starts working, and not again with an upgrade. I've knocked out various blocks to see if it would "reset" itself, and looked over the console to see if I could see anything strange, but nothing. I know there's a possibility it's conflicting with a mod, but I was hoping someone else might have an idea before I took the 2+ hours running each mod in succession. I'm not sure if I'm missing deleting something if I move past 1.5 or something like that. Any ideas would be helpful.
EDIT: Since I didn't think to do it before I posted this, I ran a build with the mod by itself and NEI, and it still didn't work. Using 1.5.0d6 and forge build #930.
I have a bug report for TConstruct 1.6.4_1.5.0d6, and before someone says that this is the wrong place for this post this is on the first page "Bugs for 1.6.2 should be reported on here." and there here has no link attached to it. The bug it with the smeltery which is not showing how much liquid is in it and its texture for liquids in it is... weird...
So...is the smeltery supposed to passively consume lava when not doing anything, or is that a bug? Lava slowly drains out of the tank even when there's nothing in the smeltery, in around 150mB increments.