The only reason why I mentioned it in the first place is because you say this in the OP:
Quote from Reika »
To avoid making cobble rare, the cobble versions of my rock are usable as cobblestone in all recipes.
So instead of getting upset when people bring up the fact that this isn't true, you could edit the OP so that it reflects how the mod is now. In other words, instead of saying that they can be used as cobblestone, say that they can be converted into cobblestone.
That has been fixed and will be uploaded in about ten hours.
Nice! If you have the time and its an easy enough task, could you also include the harvestcraft check for rotarycraft's config that we discussed a little while ago? Its a petty issue, i know, but It'd be nice to not have to cheat in a screwdriver every time i start a new world lol. I understand if you don't have the time, but I figured it wouldn't hurt to ask. Thanks Reika!
Are people allowed to download the pack and then rehost it on their own system?
Are people allowed to decompose the pack into its constituent mods and rehost them individually or collectively?
Do you plan on using configs or external mods to significantly change the way the mod(s) work, such that a guide for the default setup would be misleading or useless for yours (or vice versa)?
Do you plan to make money off of the pack, either directly from purchases or donations, or indirectly with ad revenue or merchandise?
My answer to those questions; no. Short and sweet.
The problem is vanilla recipes are hardcoded to only accept vanilla cobble.
Actually they aren't, if I recall, the vanilla recipes accept oreDict entries of 'cobblestone', but you register yours as blockCobble, likely the cause of the problem.
So instead of getting upset when people bring up the fact that this isn't true, you could edit the OP so that it reflects how the mod is now. In other words, instead of saying that they can be used as cobblestone, say that they can be converted into cobblestone.
I get upset because people do not even bother to read the OP, or they would not do half the things they do. Last time this was brought up, it was raised 6 times in 24 hours. The OP clearly says not to do that. Ergo, they are clearly not reading it and what it says - or does not say - will not help.
I apologize for bring this up again, I'm not trying to be an ass. It was pointed out to me by someone else as a reason to not use Geostrata. When I was putting together a mod selection for myself I had to decide between Underground Biomes and Geostrata and went with UB for unrelated reasons.
What I want to know is who is going around making up reasons not to use my mods. PM me if you do not want that posted publicly.
I also want to know why I seem to have such a problem with this. I have caught - and yelled at - people going around saying things like the following:
"Don't use RotaryCraft, it adds tons of ores" - FALSE
"Don't use RotaryCraft, its steel is really cheap and messes with other mods" - FALSE (no intercompatibility)
"Don't use RotaryCraft, it corrupts worlds" - No more than any other mod
"Don't use ReactorCraft, I can't understand it and messed up my base" - Not my fault you can't grasp basic physics
"Don't use ReactorCraft, it caused my server to lag even before I used it" - How? Maybe your server just sucks
"Don't use ExpandedRedstone, it only needs redstone to do stuff" - Missing the point of the mod, it seems...
"Don't use ExpandedRedstone, it's noisy" - WTF?
"Don't use EnderForest, it gets rid of normal mobs" - FALSE
"Don't use DyeTrees, it allows you to farm ore" - FALSE
Actually here's a thought: lower the client's sound volume setting. You can get access to it (client side) via:
GameSettings settings = Minecraft.getMinecraft().gameSettings;
settings.soundVolume;
Afterall, if you're wearing sound-block ear-gear, wouldn't other sounds be hard to hear too?
You'd want to find a place to store the player's original value and change it back when they remove the earmuffs, die (maybe?), or disconnect from the server. Might not be an ideal solution, but it's something to look at.
That is persistent, however, and would result in basically changing peoples' settings for them. Not to mention persisting across worlds.
Furthermore, there is no way to make it detect "taking off" the headphones and reset the volume back to whatever it was (which would also need to be stored).
In short, it is a logistical nightmare and I do not want to edit peoples' settings for them.
Nice! If you have the time and its an easy enough task, could you also include the harvestcraft check for rotarycraft's config that we discussed a little while ago? Its a petty issue, i know, but It'd be nice to not have to cheat in a screwdriver every time i start a new world lol. I understand if you don't have the time, but I figured it wouldn't hurt to ask. Thanks Reika!
Actually they aren't, if I recall, the vanilla recipes accept oreDict entries of 'cobblestone', but you register yours as blockCobble, likely the cause of the problem.
"Don't use DyeTrees, it allows you to farm ore" - FALSE
Technically not false you can farm lapis which is something you get from breaking/mining lapis ores.
Though I ain't calling you a liar, lapis is the only type of ore like material you can really farm from dye trees.
I'm almost tempted to use a blue dye tree farm to farm for lapis since I have a hard time finding it... well not really I have an ocean nearby that I could probably find tons of it since I use custom ore generation. Lapis is one of the most needed gems for materials when you have GregTech installed.
hmm, must be possible somehow as the muffler block is able to dampen sound in an area.
wearable muffler block. I like.
as for detecting when its being worn, isn't there code for that armor slot to differentate between in-inventory armor and worn armor, and cant you use that code to tell when its being worn, and thus, when to enable?
and thinking on a possible upgrade, "active noise canceling" using a windspring to only cancel engine sounds. possibly something to actually turn on/off the canceling as well. when the spring runs out, no more noise cancelling, more being deafened by the dozen gas turbines you have running.
I know thaumcraft has a similar setup for its thaumostatic harness and using potentia jars as fuel.
Technically not false you can farm lapis which is something you get from breaking/mining lapis ores. Though I ain't calling you a liar, lapis is the only type of ore like material you can really farm from dye trees. I'm almost tempted to use a blue dye tree farm to farm for lapis since I have a hard time finding it... well not really I have an ocean nearby that I could probably find tons of it since I use custom ore generation. Lapis is one of the most needed gems for materials when you have GregTech installed.
you got that right. current unleashed world I have found almost none and its getting to me.
Reika just wanted to chime in on the headphone muffler convo as i have some relevant information. The extra utilities sound muffler seems to have the functionality of setting the received audio to an absolute value which brought up an interesting situation with rotarycraft.
I added a extra utilities sound muffler to one of my worlds steam engine setup as i unintentionally made it in the middle of my base (annoying) this decreased the sound but the volume was unstable sometimes it would lower it sometimes not but the most interesting is it nullified the effect of the rotarycraft config sound adjustment. I then noticed that if i had the rotarycraft config volume set to like .1 and removed the sound muffler the volume of the engines would actually rise.
anyway it's just a bit of information if you do decide to replicate their functionality in a ear muffler.
Also on another note i watch a twitch streamer named StrayMav who tests and plays FTB packs, he is currently playing the new horizons pack and using rotarycraft. guess what engine he went for without reading anything on the mod ... the hydro-kinetic engine. I find it even more hilarious that he is using the last version of rotarycraft without the lubricant requirement and is making a ton of them. He is known for overdoing things and well i am laughing pretty hard in my chair watching him auto-craft 10 hydro-kinetic engines (seriously like 400+ iron). He will be very sad next update is all i'm gonna say... He's also using a hydro engine to power a tunnel bore ... completely unnecessary. Anyway i love the mod and i am fearing for you the general community reaction to such a complex mod as oversimplification of it can lead to some bad situations.
Reika just wanted to chime in on the headphone muffler convo as i have some relevant information. The extra utilities sound muffler seems to have the functionality of setting the received audio to an absolute value which brought up an interesting situation with rotarycraft.
I added a extra utilities sound muffler to one of my worlds steam engine setup as i unintentionally made it in the middle of my base (annoying) this decreased the sound but the volume was unstable sometimes it would lower it sometimes not but the most interesting is it nullified the effect of the rotarycraft config sound adjustment. I then noticed that if i had the rotarycraft config volume set to like .1 and removed the sound muffler the volume of the engines would actually rise.
anyway it's just a bit of information if you do decide to replicate their functionality in a ear muffler.
Also on another note i watch a twitch streamer named StrayMav who tests and plays FTB packs, he is currently playing the new horizons pack and using rotarycraft. guess what engine he went for without reading anything on the mod ... the hydro-kinetic engine. I find it even more hilarious that he is using the last version of rotarycraft without the lubricant requirement and is making a ton of them. He is known for overdoing things and well i am laughing pretty hard in my chair watching him auto-craft 10 hydro-kinetic engines (seriously like 400+ iron). He will be very sad next update is all i'm gonna say... He's also using a hydro engine to power a tunnel bore ... completely unnecessary. Anyway i love the mod and i am fearing for you the general community reaction to such a complex mod as oversimplification of it can lead to some bad situations.
You have no idea. More than 90% of the people who use RotaryCraft do not have the slightest clue about how the power system works, and are either going overkill on everything or just following what some guy on YouTube did.
wearable muffler block. I like.
as for detecting when its being worn, isn't there code for that armor slot to differentate between in-inventory armor and worn armor, and cant you use that code to tell when its being worn, and thus, when to enable?
and thinking on a possible upgrade, "active noise canceling" using a windspring to only cancel engine sounds. possibly something to actually turn on/off the canceling as well. when the spring runs out, no more noise cancelling, more being deafened by the dozen gas turbines you have running.
Engines can already be muffled by surrounding them with wool.
I figured the settings thing might not work, it was just an idea. Sometimes I have oddball ideas and in researching it I end up with something cool. The last one was trying to render the destination of an interdimensional teleport. Getting a world reference was the only real hurdle.
(Edit: that can be found here along with the discussion about my attempts along the way)
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
So, I am about to update my mods. But I have to say that MeteorCraft just scared the c**p out of me. I have it set to not impact below y=80 because well. I like the idea of meteors having a decent chance to break up in atmosphere as they should. My base spans between y=73 and =85 in height. I just had a meteor barely miss the higher end of my base, starburst, and leave end stone and ore all over the lower area of my base, and almost hit me with blocks. Was pretty cool. I had end stone in my smeltery, on my farmland, and more.
I look forward to trying out the updates.
Thanks for the work.
And for the JABBA issue, just make sure vanilla cobble is in the JABBA barrel first, and redirect through filters and geostrata blocks you want to save elsewhere.
Not sure if anyone's posted this issue yet but searches have not shown me anything.
I'm currently playing the version included in FTB:Horizons, and for all liquid-fuel based engines, they seem to be unable to accept fluids from any external piping - Fuel Line, TE Fluiducts, Engineer's Toolbox Liquid Outputs, Thaumcraft Golems with buckets, etc. etc. Connections are formed to the engines on top, but no fluid gets placed into the engine itself. Is this something we're doing wrong or a potential issue?
The only reason why I mentioned it in the first place is because you say this in the OP:
So instead of getting upset when people bring up the fact that this isn't true, you could edit the OP so that it reflects how the mod is now. In other words, instead of saying that they can be used as cobblestone, say that they can be converted into cobblestone.
Nice! If you have the time and its an easy enough task, could you also include the harvestcraft check for rotarycraft's config that we discussed a little while ago? Its a petty issue, i know, but It'd be nice to not have to cheat in a screwdriver every time i start a new world lol. I understand if you don't have the time, but I figured it wouldn't hurt to ask. Thanks Reika!
My answer to those questions; no. Short and sweet.
Actually they aren't, if I recall, the vanilla recipes accept oreDict entries of 'cobblestone', but you register yours as blockCobble, likely the cause of the problem.
Author of Thaumic Revelations, and maybe other stuff eventually.
I remember fixing that...
I get upset because people do not even bother to read the OP, or they would not do half the things they do. Last time this was brought up, it was raised 6 times in 24 hours. The OP clearly says not to do that. Ergo, they are clearly not reading it and what it says - or does not say - will not help.
What I want to know is who is going around making up reasons not to use my mods. PM me if you do not want that posted publicly.
I also want to know why I seem to have such a problem with this. I have caught - and yelled at - people going around saying things like the following:
That is persistent, however, and would result in basically changing peoples' settings for them. Not to mention persisting across worlds.
Furthermore, there is no way to make it detect "taking off" the headphones and reset the volume back to whatever it was (which would also need to be stored).
In short, it is a logistical nightmare and I do not want to edit peoples' settings for them.
I can do that; it is easy.
Then go ahead.
Nope:
Technically not false you can farm lapis which is something you get from breaking/mining lapis ores.
Though I ain't calling you a liar, lapis is the only type of ore like material you can really farm from dye trees.
I'm almost tempted to use a blue dye tree farm to farm for lapis since I have a hard time finding it... well not really I have an ocean nearby that I could probably find tons of it since I use custom ore generation. Lapis is one of the most needed gems for materials when you have GregTech installed.
Reika you said this was fixed in v8 however I am still crashing using v8b? Works in SSP though??
I cannot do anything without a log. Also, the first download was corrupted; I replaced it about six hours later. Did you use the good one?
I have fixed this for v9.
V9 is almost ready. I am just trying to get the Flywheel infinite-power exploits fixed.
wearable muffler block. I like.
as for detecting when its being worn, isn't there code for that armor slot to differentate between in-inventory armor and worn armor, and cant you use that code to tell when its being worn, and thus, when to enable?
and thinking on a possible upgrade, "active noise canceling" using a windspring to only cancel engine sounds. possibly something to actually turn on/off the canceling as well. when the spring runs out, no more noise cancelling, more being deafened by the dozen gas turbines you have running.
I know thaumcraft has a similar setup for its thaumostatic harness and using potentia jars as fuel.
you got that right. current unleashed world I have found almost none and its getting to me.
I can test the current one. I think it was the current one that gave me the issue. I'll give it a test again and see if I get the same crash.
I added a extra utilities sound muffler to one of my worlds steam engine setup as i unintentionally made it in the middle of my base (annoying) this decreased the sound but the volume was unstable sometimes it would lower it sometimes not but the most interesting is it nullified the effect of the rotarycraft config sound adjustment. I then noticed that if i had the rotarycraft config volume set to like .1 and removed the sound muffler the volume of the engines would actually rise.
anyway it's just a bit of information if you do decide to replicate their functionality in a ear muffler.
Also on another note i watch a twitch streamer named StrayMav who tests and plays FTB packs, he is currently playing the new horizons pack and using rotarycraft. guess what engine he went for without reading anything on the mod ... the hydro-kinetic engine. I find it even more hilarious that he is using the last version of rotarycraft without the lubricant requirement and is making a ton of them. He is known for overdoing things and well i am laughing pretty hard in my chair watching him auto-craft 10 hydro-kinetic engines (seriously like 400+ iron). He will be very sad next update is all i'm gonna say... He's also using a hydro engine to power a tunnel bore ... completely unnecessary. Anyway i love the mod and i am fearing for you the general community reaction to such a complex mod as oversimplification of it can lead to some bad situations.
It also makes it a highly undesirable approach.
You have no idea. More than 90% of the people who use RotaryCraft do not have the slightest clue about how the power system works, and are either going overkill on everything or just following what some guy on YouTube did.
Engines can already be muffled by surrounding them with wool.
You tried downloading right as I deleted the old ones and created the new ones:
DragonAPI
http://adf.ly/af4ik
RotaryCraft
http://adf.ly/af4k2
ReactorCraft
http://adf.ly/af4i6
ExpandedRedstone
http://adf.ly/af4gb
GeoStrata
http://adf.ly/af4g3
DyeTrees
http://adf.ly/af4er
EnderForest
http://adf.ly/af4cz
MeteorCraft
http://adf.ly/af4hU
SpiderPet
http://adf.ly/af4YQ
CaveControl
http://adf.ly/af4XH
LegacyCraft
http://adf.ly/af4dy
UsefulTNT
http://adf.ly/af4Yy
Changelog:
(Edit: that can be found here along with the discussion about my attempts along the way)
LOL bad timing
I look forward to trying out the updates.
Thanks for the work.
And for the JABBA issue, just make sure vanilla cobble is in the JABBA barrel first, and redirect through filters and geostrata blocks you want to save elsewhere.
Awesome. Take your time don't rush
Unless CodeChickenCore, NEI, or NEI Plugins changes it, NEI Plugins begs to disagree:
Author of Thaumic Revelations, and maybe other stuff eventually.
I'm currently playing the version included in FTB:Horizons, and for all liquid-fuel based engines, they seem to be unable to accept fluids from any external piping - Fuel Line, TE Fluiducts, Engineer's Toolbox Liquid Outputs, Thaumcraft Golems with buckets, etc. etc. Connections are formed to the engines on top, but no fluid gets placed into the engine itself. Is this something we're doing wrong or a potential issue?