Because
with automining, just a basic enderquarry we ended up with 2k+ iridium
in one day, which completely breaks ic2's mass fab iridium production
tree.
...How? Iridium is simply mined out of
the ground; no special infrastructure is required to get it, meaning
all the Extractor is doing is saving you time mining. I do not recognize
this as breaking progression, because I do not accept the legitimacy of
requiring large time investment in and of itself or random luck as gating or
progression mechanisms.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I'm enjoying your mod so far, it's amazing! I got my first gas turbine and I love it... it burns 32 buckets of fuel in like 3 minutes, but I love it anyway
I'm trying to update my TiC's tools to bedrock but I think I found a bug (or a feature listed nowhere...)
Although every part is listed in NEI, I can't craft several pieces: the pickaxe, shovel, axe, broadaxe and scythe heads, the sword blade and the arrowheads. Everything else works fine in the Part Builder.
I even tried melting the ingots in the foundry (with blazing pyrotheum) and the rock melter to 1300° but it doesn't work.
Finally I removed Extra TiC and Iguana's Tinkers Tweaks to verify it wasn't a bad mod interaction, but that didn't help.
So, how do I craft a bedrock swordblade to upgrade my weapon?
I'm enjoying your mod so far, it's amazing! I got my first gas turbine and I love it... it burns 32 buckets of fuel in like 3 minutes, but I love it anyway
I'm trying to update my TiC's tools to bedrock but I think I found a bug (or a feature listed nowhere...)
Although every part is listed in NEI, I can't craft several pieces: the pickaxe, shovel, axe, broadaxe and scythe heads, the sword blade and the arrowheads. Everything else works fine in the Part Builder.
I even tried melting the ingots in the foundry (with blazing pyrotheum) and the rock melter to 1300° but it doesn't work.
Finally I removed Extra TiC and Iguana's Tinkers Tweaks to verify it wasn't a bad mod interaction, but that didn't help.
So, how do I craft a bedrock swordblade to upgrade my weapon?
Certain parts were disabled as those tools are already natively present in RC. Arrows, however, work.
Actually, you wrote me for explainations. I was nice and gave you them. Maybe I shouIdn't have? I personally asked Reika to fix the tile acceleration, which wasn't being accounted for in the chance counter. That issue is fixed. I don't see anything wrong with the decay simulation now. Each waste unit is assumed to be something of sufficient quantity of materials to roll dice on them.
Real decay happens on very large number statistic, 6.022e23 atoms for each mole. The thing about the rule of large number is that things that happen rarely will still happen if you wait long enough. Thus even though some of the waste have very long half lives, you can still measure a small sample for dpm, disintegration per minute. There are some decay that has yet be measured, e.g. decay of thorium-232, decay of proton.
What should decay in some seconds? Which isotope is doing you wrong?
sorry i dont want to be unfriendly. "YOU" is not an accusation i just want to highlight that you wrote it.
i believe i think in too simple steps. One second in realtime is one second to decay. if i put an x2 accelerator on the drum than is one realtime second --> 2 seconds in the drum, so it should decay twice as fast as without a 2x accelerator. If i put 3 x2 accelerator on them they should decay 8 times faster(1 realtime second are 8 seconds in the drum)... so i dont understand why technetium with 211 k minecraft years dont decay in some seconds/minutes if i put 6 x256 accelerator on the drum. And yes i put stacks of them in the drum cause HALFlife...
...How? Iridium is simply mined out of
the ground; no special infrastructure is required to get it, meaning
all the Extractor is doing is saving you time mining. I do not recognize
this as breaking progression, because I do not accept the legitimacy of
requiring large time investment in and of itself or random luck as gating or
progression mechanisms.
Gregtech adds iridium, not ic2. There is no ic2 ore in the ground to be mined, it has to be obtained via dungeon loot and then replicated using their tech tree. With gregtech installed it would be a non issue since GT makes it much more readily available as part of gregs ic2 changes.if there were naturally occuring iridium ore worldgen I'd completely agree with your logic, but there isnt without Gt it changes the entire progression of iridium acquisition. It literally renders the mass fabricator, recyclers, scanner, pattern storage and replicator useless. It isnt luck gating at all. anyone on the server needs to find a piece of iridium, and its not that uncommon in dungeon loot, once you have that one piece you build up mass fabricators, recyclers to feed them scrap, you use the uu matter generated there in the replicator to reproduce the iridium pattern from the scanner. All of those are endgame ic2 technologies and require alot of EU power infrastructure as well. all of this is bypassed by the extractor. None of those machines need every be used, the power and tech progression doesnt have to happen you can make a compressor and a canning machine and with the help of rotarycraft jump right to gravity armor.
I can't craft crystal repeaters, I have all I need it is showing up but there is a red line through it and if I click with the elemental manipulator it doesn't do anything. I'm I doing something wrong or is this a bug?
Gregtech adds iridium, not ic2. There is no ic2 ore in the ground to be mined, it has to be obtained via dungeon loot and then replicated using their tech tree. With gregtech installed it would be a non issue since GT makes it much more readily available as part of gregs ic2 changes.if there were naturally occuring iridium ore worldgen I'd completely agree with your logic, but there isnt without Gt
....oh. Well, I can make it so that output depends on GT instead of IC2, but I would like to keep it on my server...
I
can't craft crystal repeaters, I have all I need it is showing up but
there is a red line through it and if I click with the elemental
manipulator it doesn't do anything. I'm I doing something wrong or is
this a bug?
You lack required progress.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I need OreDict name(s), ingot names and oredict names, average color, number of units per block, and rarity.
oredict names: <ore:oreElectrotine> <ore:dustElectrotine>
actual ID's: <ProjRed|Exploration:projectred.exploration.ore:6> <ProjRed|Core:projectred.core.part:56>
blueish colour(looks like a blue redstone), also has about the same dust yield and ore rarity as redstone.
Vanilla
music discs do not support this. However, you can put it on RC's music
disc (and conversely, load music from RC's music box into the orchestra
with a disc).
I was meaning the RC music disks ^.^ good to know!
oredict names: <ore:oreElectrotine> <ore:dustElectrotine>
actual ID's: <ProjRed|Exploration:projectred.exploration.ore:6> <ProjRed|Core:projectred.core.part:56>
blueish colour(looks like a blue redstone), also has about the same dust yield and ore rarity as redstone.
Do the OreDict names actually have "ore:" in them? Also, I need an exact hex or RGB code for the color.
Can't you just add a config file for extracting iridium? Or make the default recipes configurable in the extractor config file.
I
do not want a simple config, because that is going to lead to more
people asking for similar configs, and before long I have requests - and
then later demands - for configs for the other bonuses. Then aluminum.
Then tungsten. Then other machine behavior, perhaps in the form of
multiplication rates, or the ability to remove ores from its table. Then
other machines' nuances, like temperature requirements with the
friction heater or Blast Furnace. You get the idea.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
A little question... Is there a way to turn off the jetpack while having it equipped? It's pretty annoying having to remove my chestplate every time I want to go down on a ladder or navigate inside my base without wasting fuel. Thanks!
The fix was making the block
specify its harvest level (previously nothing did). Short of ASM, there
is no way for another mod to override that (it is likely trying to use
the old registry that most mods have abandoned). I might be able to make
the ore "know" if it should be higher, but internally, harvest levels
are integers. What is this one?
If I understand your question correctly, according to the Iguana Tinker Tweak configurations, iron mining level (requiring an iron pickaxe, or a boosted copper pickaxe) is 2, while Shiny Ore (and supposedly Platinum) is 6 (requires an ardite pickaxe, or a boosted obsidian pickaxe).
By the way, the WAILA tooltip issue seems to be specific to WAILA Plugins; I have tested with vanilla WAILA, WAILA using harvestability only, and WAILA using plugins only. The issue consistently occurs when plugins is installed.
If I understand your question correctly, according to the Iguana Tinker Tweak configurations, iron mining level (requiring an iron pickaxe, or a boosted copper pickaxe) is 2, while Shiny Ore (and supposedly Platinum) is 6 (requires an ardite pickaxe, or a boosted obsidian pickaxe).
OK...Does ITT have an API? I would rather not write a reflective handler just for this...
By
the way, the WAILA tooltip issue seems to be specific to WAILA Plugins;
I have tested with vanilla WAILA, WAILA using harvestability only, and
WAILA using plugins only. The issue consistently occurs when plugins is
installed.
Is plugins' code available?
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Is it going to antagonize you if I create a comprehensive written guide for ChromatiCraft? Are there any constraints you would want me to adopt, and do you have any preference on where such a guide would reside?
Is it going to antagonize you if I create a comprehensive written guide for ChromatiCraft? Are there any constraints you would want me to adopt, and do you have any preference on where such a guide would reside?
I am not against a general guide - in fact, I am very much for it - but there are some things that really should be held to. If you are familiar with RC/ReC, much of this will look familiar.
Avoid unmarked spoilers where reasonable. Half of the enjoyment of CC is when something unexpected happens.
Avoid "follow the leader" advice. That is, avoid telling a player exactly what they need to do (the ChromatiCraft version of the "place this machine here, place this machine here, do not worry about why, just copy me" I have complained about for RC/ReC). If you have a player just mindlessly copying you, they likely will understand nothing of their own, and as such 1) will become dependent on you for literally everything, as they never become able to do it themselves, 2) are in a very precarious position given the possibility of future changes and 3) often become lazy and generally unwilling to accept either effort or losses. A good example of the consequence of this is something I see with ReactorCraft, with people copy-pasting an old design, then not even knowing "cores generate heat" and thus not having a clue how to make a reactor get hotter when I broke their design.
Avoid turning it into a series of chores. For the progression gates, do not just tell players to go about doing a series of seemingly unconnected actions. This makes it boring - or outright unpleasant - as well as removes a large fraction of the thematic design, immersion, and to some degree balancing.
Try to stay within the mod's design. By that I mean ensure that everything you explain is connected to the overall theme, progression, or utility and to each other, rather than a collection of random information. Try to ensure the player understands why they are doing what they are doing.
Try to avoid giving away absolutely everything. Remember, exploration and experimentation are the main balancing mechanism here, so if experimentation is replaced with "follow the steps/checklist on a tutorial", that creates a problem that I will not easily shake. If possible, rather than trying to tell a player "do X, then Y, then you can do Z", try to make sure they understand everything that goes into it so that doing X and Y become an obvious natural requirement for doing Z in-universe.
If you want to offer "under the hood" "how the mod works" advice, that is fine, but mark such information clearly to avoid 1) confusing non-technical players and 2) "taking the magic out of it" for those who would rather not know. Also be advised that anything in this category is likely far more likely to become out of date. (See below)
As a general rule, the more exact the advice, the sooner it will become obsolete, as I change things almost constantly. The vast majority of those are small tweaks, occasionally they are substantial, and rarely they are major. The more fine-tuned advice is, the more sensitive it is to these changes.
Try to avoid enabling, much less encouraging, minmaxing, i.e. the whole "drive for the most optimal and highest output, will settle for nothing less" mindset that has become problematic in the modded community (and is a major driver of power creep). The easiest way to avoid this is to avoid giving exact numbers for things like repeater losses or giving certain internal code mechanics.
Under no circumstances encourage exploits. This includes not only obvious things like an item duplication, but also "gaming the system" - like the old "just keep crafting chromatic flowers until your table levels up" advice some spotlights gave - and obviously unintentional and "cheaty" mod interactions, such as an OreDictionary unificator changing shard colors, a certain armor that makes you unkillable and as such able to live adjacent to pylons and not need repeaters, or the Botania loonium farming info fragments. Not only is your tutorial likely to break as soon as I find out and break the exploit, but of all the things on this list, this is the one that will draw the strongest condemnation. I also will specifically target mechanics that people abuse and destroy their utility for that use case, like I did for the aforementioned recipe spam (or, for a RotaryCraft example, magnetostatics some 10 times), meaning if anyone complains about it, you may well be the second person they come to after I explain it was abused.
Do not say "this is a bug" on the tutorial. At best, this is a terrible way to report bugs, barely notifying me and broadcasting it for everyone else to see, persisting long after the bug would be fixed at that. At worst, and far more likely, is that what you are seeing is not a bug, but intended behavior that may not be immediately obvious. For example, if two repeaters fail to connect on a steep incline, this is not a bug (it is in fact an LOS failure). So if your tutorial then said "there's a bug where you can't put repeaters more than 45 degrees up", or "You can't make chroma alloys without first stepping in liquid chroma, that might be a bug", you will have some editing and/or explaining to do, especially if it is a case of user error and you made no attempt to get help before writing it off as a bug.
And finally, remain contactable somehow so that if your tutorial falls so out of date that it becomes more misleading than correct, I want to be able to contact you so that the tutorial can be either updated, hidden, or removed. I do not wish for another case like the lisimba HTGR tutorial, which continues to spawn at least one erroneous bug report a day.
Saying "I did this in version #a, your copy may be different" is not an excuse for information that is hideously out of date. For one, most readers either miss or ignore that statement, or assume "OK, so some details might be different", not "literally 90% of this is now incorrect, and every detail it does give is completely untrue". Again, look to the HTGR tutorial for an example. Aside from the "cores generate heat, heat exchangers transfer it, and you need a CO2 and a water loop", nothing else remains generally correct, made worse by the fact it started with an out-of-date version. (In hindsight, this tutorial is also a good example of how to do it wrong for several other points, such as the follow-the-leader, staying in theme, false bugs, and even exploits).
As for where it gets posted, that is entirely up to you. Embedded images are a definite advantage, so I would advise against a system that does not allow for that.
When
I right-click an EnderTank filled with Lubricant with a bucket, I get a
bucket of Lubricant from Pneumaticcraft which is completely useless and
makes it impossible to e. g. fill a CVT. I've tried downgrading
Pneumaticcraft but then Chromaticcraft will crash because Pneumaticcraft
is too old. I am using the latest versions of both Pneumaticcraft
(v126) and your mods (v8g).
PnC overrides lubricant with a useless variant. He is currently reworking the lubricant system, so that may also fix this issue.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
So, I came across this little tidbit, and was thinking of Rotarycraft's semi-final gating of tungsten:
"Plan B," said Harry. "Encase the Dementor in dense metal with a high melting point, probably tungsten, drop it into an active volcano, and hope it ends up inside Earth's mantle. Ah, the whole planet is filled with molten lava under its surface -"
... Which makes me wonder -- using a tungsten case to hide something inside lava ... would it actually work, or would the heat still destroy everything ...
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Very well then
...How? Iridium is simply mined out of
the ground; no special infrastructure is required to get it, meaning
all the Extractor is doing is saving you time mining. I do not recognize
this as breaking progression, because I do not accept the legitimacy of
requiring large time investment in and of itself or random luck as gating or
progression mechanisms.
Hello Reika
I'm enjoying your mod so far, it's amazing! I got my first gas turbine and I love it... it burns 32 buckets of fuel in like 3 minutes, but I love it anyway
I'm trying to update my TiC's tools to bedrock but I think I found a bug (or a feature listed nowhere...)
Although every part is listed in NEI, I can't craft several pieces: the pickaxe, shovel, axe, broadaxe and scythe heads, the sword blade and the arrowheads. Everything else works fine in the Part Builder.
I even tried melting the ingots in the foundry (with blazing pyrotheum) and the rock melter to 1300° but it doesn't work.
Finally I removed Extra TiC and Iguana's Tinkers Tweaks to verify it wasn't a bad mod interaction, but that didn't help.
So, how do I craft a bedrock swordblade to upgrade my weapon?
Certain parts were disabled as those tools are already natively present in RC. Arrows, however, work.
https://github.com/ReikaKalseki/RotaryCraft/blob/master/RotaryCraft.java#L520
sorry i dont want to be unfriendly. "YOU" is not an accusation i just want to highlight that you wrote it.
i believe i think in too simple steps. One second in realtime is one second to decay. if i put an x2 accelerator on the drum than is one realtime second --> 2 seconds in the drum, so it should decay twice as fast as without a 2x accelerator. If i put 3 x2 accelerator on them they should decay 8 times faster(1 realtime second are 8 seconds in the drum)... so i dont understand why technetium with 211 k minecraft years dont decay in some seconds/minutes if i put 6 x256 accelerator on the drum. And yes i put stacks of them in the drum cause HALFlife...
Gregtech adds iridium, not ic2. There is no ic2 ore in the ground to be mined, it has to be obtained via dungeon loot and then replicated using their tech tree. With gregtech installed it would be a non issue since GT makes it much more readily available as part of gregs ic2 changes.if there were naturally occuring iridium ore worldgen I'd completely agree with your logic, but there isnt without Gt it changes the entire progression of iridium acquisition. It literally renders the mass fabricator, recyclers, scanner, pattern storage and replicator useless. It isnt luck gating at all. anyone on the server needs to find a piece of iridium, and its not that uncommon in dungeon loot, once you have that one piece you build up mass fabricators, recyclers to feed them scrap, you use the uu matter generated there in the replicator to reproduce the iridium pattern from the scanner. All of those are endgame ic2 technologies and require alot of EU power infrastructure as well. all of this is bypassed by the extractor. None of those machines need every be used, the power and tech progression doesnt have to happen you can make a compressor and a canning machine and with the help of rotarycraft jump right to gravity armor.
I can't craft crystal repeaters, I have all I need it is showing up but there is a red line through it and if I click with the elemental manipulator it doesn't do anything. I'm I doing something wrong or is this a bug?
Oh, I see...
Thank you for your fast response!
I remember failing to craft bedrock arrowheads though, even with RoC and TiC alone. I checked all and wrote it down before reporting.
....oh. Well, I can make it so that output depends on GT instead of IC2, but I would like to keep it on my server...
You lack required progress.
oredict names: <ore:oreElectrotine> <ore:dustElectrotine>
actual ID's: <ProjRed|Exploration:projectred.exploration.ore:6> <ProjRed|Core:projectred.core.part:56>
blueish colour(looks like a blue redstone), also has about the same dust yield and ore rarity as redstone.
I was meaning the RC music disks ^.^ good to know!
Can't you just add a config file for extracting iridium? Or make the default recipes configurable in the extractor config file.
Awesome!
Do the OreDict names actually have "ore:" in them? Also, I need an exact hex or RGB code for the color.
I
do not want a simple config, because that is going to lead to more
people asking for similar configs, and before long I have requests - and
then later demands - for configs for the other bonuses. Then aluminum.
Then tungsten. Then other machine behavior, perhaps in the form of
multiplication rates, or the ability to remove ores from its table. Then
other machines' nuances, like temperature requirements with the
friction heater or Blast Furnace. You get the idea.
A little question... Is there a way to turn off the jetpack while having it equipped? It's pretty annoying having to remove my chestplate every time I want to go down on a ladder or navigate inside my base without wasting fuel. Thanks!
If I understand your question correctly, according to the Iguana Tinker Tweak configurations, iron mining level (requiring an iron pickaxe, or a boosted copper pickaxe) is 2, while Shiny Ore (and supposedly Platinum) is 6 (requires an ardite pickaxe, or a boosted obsidian pickaxe).
By the way, the WAILA tooltip issue seems to be specific to WAILA Plugins; I have tested with vanilla WAILA, WAILA using harvestability only, and WAILA using plugins only. The issue consistently occurs when plugins is installed.
OK...Does ITT have an API? I would rather not write a reflective handler just for this...
Is plugins' code available?
I don't know... how do I find out? The github is here, though, if that helps.
Yes, here's the github.
Reika,
Is it going to antagonize you if I create a comprehensive written guide for ChromatiCraft? Are there any constraints you would want me to adopt, and do you have any preference on where such a guide would reside?
I am not against a general guide - in fact, I am very much for it - but there are some things that really should be held to. If you are familiar with RC/ReC, much of this will look familiar.
And finally, remain contactable somehow so that if your tutorial falls so out of date that it becomes more misleading than correct, I want to be able to contact you so that the tutorial can be either updated, hidden, or removed. I do not wish for another case like the lisimba HTGR tutorial, which continues to spawn at least one erroneous bug report a day.
Saying "I did this in version #a, your copy may be different" is not an excuse for information that is hideously out of date. For one, most readers either miss or ignore that statement, or assume "OK, so some details might be different", not "literally 90% of this is now incorrect, and every detail it does give is completely untrue". Again, look to the HTGR tutorial for an example. Aside from the "cores generate heat, heat exchangers transfer it, and you need a CO2 and a water loop", nothing else remains generally correct, made worse by the fact it started with an out-of-date version. (In hindsight, this tutorial is also a good example of how to do it wrong for several other points, such as the follow-the-leader, staying in theme, false bugs, and even exploits).
As for where it gets posted, that is entirely up to you. Embedded images are a definite advantage, so I would advise against a system that does not allow for that.
PnC overrides lubricant with a useless variant. He is currently reworking the lubricant system, so that may also fix this issue.
So, I came across this little tidbit, and was thinking of Rotarycraft's semi-final gating of tungsten:
"Plan B," said Harry. "Encase the Dementor in dense metal with a high melting point, probably tungsten, drop it into an active volcano, and hope it ends up inside Earth's mantle. Ah, the whole planet is filled with molten lava under its surface -"
(chapter 46 of http://hpmor.com/chapter/1)
... Which makes me wonder -- using a tungsten case to hide something inside lava ... would it actually work, or would the heat still destroy everything ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?