Suggestions: have liquid metals cause damage akin to lava damage if the player falls into the smeltery. It felt a bit goofy to be happily hopping around in liquid iron...
Maybe eventually have the control block detect what type of ore is in the smeltery, then detect the appropriate temperature level for said ore? If not hot enough, it won't turn liquid, or does but is super slow, if too hot, metal gets destroyed or you only get a little. Some sort of temp control feature to get the right temp for each metal would be neat.
Would be nice if there was some smeltery monitoring to do as well to ensure the structure doesn't get damaged, but that might be too much "work" to ask of a player.
I can see people having a lot of fun with the Liquid API and pipes when you get that resolved. Perhaps a plugin in which making alloys requires reducing each alloy ore required into liquid, then piping them into a mixer so you have the appropriate amounts as opposed to throwing the alloy ores into the smeltery together. More work, but fun work!
EDIT: Also took a look at this Golem Factory mod. The concept looks neat but the golems themselves look ridiculous. Are you hoping to keep that same look or are you actually going to make cool looking golems? I've seen some real nice golem textures from Golem Wars and TC3, so it can be done.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/29/2011
Posts:
1,660
Minecraft:
Qwertygiy
Member Details
I've found a potential bug. I can't use Hardened Glass in a smeltery anymore. It lights up, but when I put the ores in the GUI, it won't start smelting them. I've pretty sure I used it back in the 1.4.7 betas, but I could be wrong... Replacing it with another Seared Bricks block lets it work normally.
I'm on a real creative bent lately. Things may not go as planned... as nice as golems are, I'm wanting such things as evil nether potion cannons. I also want to update frying pans and battlesigns, finish off their blocks and gui, and make all the textures into 32x.
Pelirow: It is not intended for the liquid metals to be harmless.
The golem entity from Golem Factory does leave much to be desired. I may end up rewriting a lot of it. There are a few other nice things from the mod though...
Qwertygiy: That sounds odd, I'll look into it. There's no special code for the tank vs the window; they're the same block.
I need some serious base edits for this. It looks cool, but has all kinds of problems.
Sonoraes: I'm waiting to see where Metallurgy 3 goes.
Marvl101: What exactly is incompatible? I have electric modifiers, they had better work together...
1, that looks amazing but why does it have a tank when it shoots whole bottles? why not just spray the liquid (my god that would be awesome)
2,
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
A full error report has been saved to C:\Users\Lee\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-05_21.01.05-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 6bea7791 --------
Full report at:
C:\Users\Lee\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-05_21.01.05-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 5/04/13 9:01 PM
-- Head --
Stacktrace:
at net.machinemuse.api.electricity.IC2ElectricAdapter.getMaxEnergy(IC2ElectricAdapter.java:27)
at net.machinemuse.api.electricity.ElectricItemUtils.getMaxEnergy(ElectricItemUtils.java:38)
at net.machinemuse.powersuits.tick.RenderTickHandler.tickEnd(RenderTickHandler.java:56)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Marvl101'/0, l='MpServer', x=1327.79, y=57.62, z=-777.89]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (1279,4,-862), Chunk: (at 15,0,2 in 79,-54; contains blocks 1264,0,-864 to 1279,255,-849), Region: (2,-2; contains chunks 64,-64 to 95,-33, blocks 1024,0,-1024 to 1535,255,-513)
Level time: 189919 game time, 493223 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 1 total; [EntityClientPlayerMP['Marvl101'/0, l='MpServer', x=1327.79, y=57.62, z=-777.89]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2405)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_29, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 246557600 bytes (235 MB) / 654704640 bytes (624 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 9251 (518056 bytes; 0 MB) allocated, 9251 (518056 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.13.629 Minecraft Forge 7.7.1.629 15 mods loaded, 15 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterStorage [BetterStorage] ([1.5.1]BetterStorage_0.5.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.3].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Haycraftmod [Haycraft] (Haycraftmod 1.2 - 1.5.1 Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.115.271-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.4.1-292.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.5.1-0.10.2.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura [Natura] (Natura_1.5.1_2.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LegendGear [LegendGear] (NMcCoy-LegendGear-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct [Tinkers; Construct] (TConstruct_1.5.1_1.2.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.17.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: GeForce GT 325M/PCI/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Minez-Pack-for-the-Minez-Server.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 28 (1568 bytes; 0 MB) allocated, 28 (1568 bytes; 0 MB) used
java.lang.AbstractMethodError: mods.tinker.tconstruct.tools.BattleSign.getMaxCharge(Lnet/minecraft/item/ItemStack;)I
at net.machinemuse.api.electricity.IC2ElectricAdapter.getMaxEnergy(IC2ElectricAdapter.java:27)
at net.machinemuse.api.electricity.ElectricItemUtils.getMaxEnergy(ElectricItemUtils.java:38)
at net.machinemuse.powersuits.tick.RenderTickHandler.tickEnd(RenderTickHandler.java:56)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:377)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT d3012266 ----------
3, Could that be a 3d model i think the person who does ichuns models makes them just for fun
and finally 4, I think X3n0ph0b3 is doing something similar so maybe you could add like some kind of special crossbow with potion bolts, that would allow for much less code and the addition of yet another thing to modify ie: bigger blast radius but less effect time or further distance but longer draw time
1. The empty potion is just a test. I would love to spray liquids everywhere ala super soaker, or shoot some small tnt packets like a shotgun over a wide area.
2. net.machinemuse.api.electricity.IC2ElectricAdapter, this is a problem with UE, not IC2. I would bet that UE is using an old version of the IC2 API, while I'm using the new one.
3. The plan is to make the in-hand version a 3D model.
4. I may add a crossbow or use his. I still want an arm-mounted potion cannon; why not have both?
Great mod, running it on my server with a bunch of other mods at the moment, just wondering, I have the latest version of forge as well as the latest version of optifine and items are still invisible D: Any Ideas what might be wrong?
So uh about the IC2 issue I can't seem to use any weapons at all the swords and everything crashes my word and sense IC2 is not updated what should I do? I am sorry if this was asked before I Iooked many pages back and see people saying stuff about it but no one seemed to get a fix for it or I did not see it so yeah do I need to download something? I tried to reinstall this mod many times and still same issues when making a new world it crashes the game and says the IC2 issue and I would love to really use this mod so yeah any ideas? :3 .....
ClockworkHearts: OptiFine has been having a lot of issues with Forge this version. It's been making me lose fps for some time, I'd get rid of it.
Dark_Rose13: Go pester Calclavia about updating to the new API. It's public, he'll know where to find it, and everything is going to break when IC2 updates anyway.
The problem isn't with TConstruct, it's with Universal Electricity. If it's causing you that much trouble you could use an older version: https://dl.dropbox.c....5.1_1.2.14.zip
Oops, I mixed up things and people and bah. Sorry 'bout that. I'm wrangling out the last few issues in my dev environment and they're as distracting as flying sharks. Could you post a screenshot of what's happening?
Oops, I mixed up things and people and bah. Sorry 'bout that. I'm wrangling out the last few issues in my dev environment and they're as distracting as flying sharks. Could you post a screenshot of what's happening?
Everything works fine, but If I throw optifine in the jar, my items are invisible and If I patch with mcpatcher before modding at all I just get a black screen... No error report. :/
MCPatcher is pretty much guaranteed to fail. With vanilla changing how textures are rendered, plus doing HD textures by default... well, let's say it's not pretty.
I suppose I could install OptiFine and see what shenanigans it's pulling. Could you take a screenshot with some of the invisible items on your hotbar while looking at them in-world?
OptiFine says it's compatible with Forge .608. You could try that version.
so wait I cant use anything until that guy updates? no one can use your mod? ??? or am I confused? did I do something wrong? I would like to use you mod but it would not make sense to not be able to use you new updated mod until someone else has updated another mod ... but maybe I did not understand you but I mean are other people having the issue where the game crashes is the use a sword or anything? I mean what should I do other when not use you mod? It does not seem to make sense when you updated you mod to 1.5.1 but yeah sorry if I understood you wrong...
I was wondering, is there a list/wiki for all the differences for the parts in the mod (Pick Heads, Handles, Axe Heads, Blades, etc.)? I been fiddling around with Pickaxes and Swords and got to wondering why I would get certain tool-tips from some parts and not from others...
Also, I was wondering why I can't enchant any of the tools/weapons I made in the enchantment table or with Enchanted Books?
Suggestions: have liquid metals cause damage akin to lava damage if the player falls into the smeltery. It felt a bit goofy to be happily hopping around in liquid iron...
Maybe eventually have the control block detect what type of ore is in the smeltery, then detect the appropriate temperature level for said ore? If not hot enough, it won't turn liquid, or does but is super slow, if too hot, metal gets destroyed or you only get a little. Some sort of temp control feature to get the right temp for each metal would be neat.
Would be nice if there was some smeltery monitoring to do as well to ensure the structure doesn't get damaged, but that might be too much "work" to ask of a player.
I can see people having a lot of fun with the Liquid API and pipes when you get that resolved. Perhaps a plugin in which making alloys requires reducing each alloy ore required into liquid, then piping them into a mixer so you have the appropriate amounts as opposed to throwing the alloy ores into the smeltery together. More work, but fun work!
EDIT: Also took a look at this Golem Factory mod. The concept looks neat but the golems themselves look ridiculous. Are you hoping to keep that same look or are you actually going to make cool looking golems? I've seen some real nice golem textures from Golem Wars and TC3, so it can be done.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Pelirow: It is not intended for the liquid metals to be harmless.
The golem entity from Golem Factory does leave much to be desired. I may end up rewriting a lot of it. There are a few other nice things from the mod though...
Qwertygiy: That sounds odd, I'll look into it. There's no special code for the tank vs the window; they're the same block.
Where does the Metallurgy add-on fit on this list? Just curious!
I can't wait to be able to use it with Metallurgy! This mod is seriously awesome. Great job!
but has all kinds of problems.no problems with the edits.Sonoraes: I'm waiting to see where Metallurgy 3 goes.
Marvl101: What exactly is incompatible? I have electric modifiers, they had better work together...
1, that looks amazing but why does it have a tank when it shoots whole bottles? why not just spray the liquid (my god that would be awesome)
2,
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
A full error report has been saved to C:\Users\Lee\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-05_21.01.05-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 6bea7791 --------
Full report at:
C:\Users\Lee\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-05_21.01.05-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 5/04/13 9:01 PM
-- Head --
Stacktrace:
at net.machinemuse.api.electricity.IC2ElectricAdapter.getMaxEnergy(IC2ElectricAdapter.java:27)
at net.machinemuse.api.electricity.ElectricItemUtils.getMaxEnergy(ElectricItemUtils.java:38)
at net.machinemuse.powersuits.tick.RenderTickHandler.tickEnd(RenderTickHandler.java:56)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Marvl101'/0, l='MpServer', x=1327.79, y=57.62, z=-777.89]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (1279,4,-862), Chunk: (at 15,0,2 in 79,-54; contains blocks 1264,0,-864 to 1279,255,-849), Region: (2,-2; contains chunks 64,-64 to 95,-33, blocks 1024,0,-1024 to 1535,255,-513)
Level time: 189919 game time, 493223 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 1 total; [EntityClientPlayerMP['Marvl101'/0, l='MpServer', x=1327.79, y=57.62, z=-777.89]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2405)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_29, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 246557600 bytes (235 MB) / 654704640 bytes (624 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 9251 (518056 bytes; 0 MB) allocated, 9251 (518056 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.13.629 Minecraft Forge 7.7.1.629 15 mods loaded, 15 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterStorage [BetterStorage] ([1.5.1]BetterStorage_0.5.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.3].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Haycraftmod [Haycraft] (Haycraftmod 1.2 - 1.5.1 Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.115.271-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.4.1-292.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.5.1-0.10.2.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura [Natura] (Natura_1.5.1_2.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LegendGear [LegendGear] (NMcCoy-LegendGear-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct [Tinkers; Construct] (TConstruct_1.5.1_1.2.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.17.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: GeForce GT 325M/PCI/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Minez-Pack-for-the-Minez-Server.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 28 (1568 bytes; 0 MB) allocated, 28 (1568 bytes; 0 MB) used
java.lang.AbstractMethodError: mods.tinker.tconstruct.tools.BattleSign.getMaxCharge(Lnet/minecraft/item/ItemStack;)I
at net.machinemuse.api.electricity.IC2ElectricAdapter.getMaxEnergy(IC2ElectricAdapter.java:27)
at net.machinemuse.api.electricity.ElectricItemUtils.getMaxEnergy(ElectricItemUtils.java:38)
at net.machinemuse.powersuits.tick.RenderTickHandler.tickEnd(RenderTickHandler.java:56)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:377)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT d3012266 ----------
and finally 4, I think X3n0ph0b3 is doing something similar so maybe you could add like some kind of special crossbow with potion bolts, that would allow for much less code and the addition of yet another thing to modify ie: bigger blast radius but less effect time or further distance but longer draw time
2. net.machinemuse.api.electricity.IC2ElectricAdapter, this is a problem with UE, not IC2. I would bet that UE is using an old version of the IC2 API, while I'm using the new one.
3. The plan is to make the in-hand version a 3D model.
4. I may add a crossbow or use his. I still want an arm-mounted potion cannon; why not have both?
Dark_Rose13: Go pester Calclavia about updating to the new API. It's public, he'll know where to find it, and everything is going to break when IC2 updates anyway.
I'm not using Universal Electricity Though. D:
Everything works fine, but If I throw optifine in the jar, my items are invisible and If I patch with mcpatcher before modding at all I just get a black screen... No error report. :/
I suppose I could install OptiFine and see what shenanigans it's pulling. Could you take a screenshot with some of the invisible items on your hotbar while looking at them in-world?
OptiFine says it's compatible with Forge .608. You could try that version.
Also, I was wondering why I can't enchant any of the tools/weapons I made in the enchantment table or with Enchanted Books?