It's happening when a stone barrel is trying to draw it's contents. It looks like another mod might have created a fluid but didn't properly register the icons for it and then you put it in a barrel.
Do you remember putting anything into a stone barrel right before the crashes started?
It's happening when a stone barrel is trying to draw it's contents. It looks like another mod might have created a fluid but didn't properly register the icons for it and then you put it in a barrel.
Do you remember putting anything into a stone barrel right before the crashes started?
yes it staret to rain and it was a wood barrel and i removed optifine and it work
Dirt rarely yields any of the basic 4 trees saplings when put in the sieves. It can feel tedious.
Since you technically only need one sapling of each tree type, I don't find it all that tedious myself. It makes for an interesting trade-off of sacrificing dirt in the sieve for growing a garden or a larger forest that will yield more organic matter to make more dirt blocks. I guess it could seem tedious in a flat world of just dirt, but not really in a Skyblock setting.
Having filled three double chests full of cobblestone just for a simple trade on a Skyblock server in the past, I can tell you what tedious can become. How many stacks of dirt are you sifting?
Lava is too easy to get with the crucible. It lasts much longer in a furnace than it takes to make a new bucket from cobble. Maybe the crucibles could self destroy after some amount of uses (~10). The cobble/lava graphics are still a bit buggy.
Having a random chance for a crucible to crack (become unusable) might be an interesting mechanic. I'll admit that once I got my cobblestone generator going (aka the "age of stone") it became very easy to make clay... but until I got to that point it was a huge struggle.
I decided to go ultra hardcore and use only iron drops from zombies to make buckets. I think that might fit the more appropriate hardness level (assuming you want to hunt/kill aggressive mobs) to make sticking a bucket of lava into the furnace something you wouldn't want to routinely do until you get a reliable source of iron (like an iron farm that has been the current rage of discussion this past couple of weeks).
Barrels could accept bonemeal as well as Thaumcraft zombie brains
Bone meal can be converted easily enough into other plants by simply using the bonemeal on a farm. While perhaps tedious, I was able to convert two stacks of bones into about five stacks of potatoes. It really is just an extra step you would need to take.
A lot of people seem to be confused by the crucible. They expect it to be an "all or nothing" mechanic like the Magma Crucible from Thermal Expansion. It's not. The crucible is more of a simulation than a magic block.
If you aren't pumping lava out of the crucible, at some point there will be more lava than stone left inside. When this happens, the surface of the contents of the crucible will look like lava, but if you took a stick and poked it into the crucible, you would feel the cobblestone about 1mm below the surface.
As it cooks, the cobblestone shrinks making the level of the contents in the crucible slowly fall until all the cobblestone has been melted. For the record, it takes four cobblestone to make one bucket of lava.
To visualize this process, imagine filling a glass all the way to the top with crushed ice until the top is perfectly level with the rim of the glass. Watch the ice melt. The water pools at the bottom, but you can't see it from the surface. It just looks like the surface is slowly falling. Eventually the glass is over half full of water. If the ice sank instead of floating (like stone does), you would see the ice disappear under the water. If you poured the water out, the ice would still be there, slowly melting.
I hope that clears stuff up for you guys.
There's currently a bug where if the contents of the crucible get too low, it renders the lava/cobble inside the bottom of the model, so you can't see it. I need to stop that from happening, but It doesn't effect the function of the crucible at all.
Also, I really think that some of you guys are overestimating the power of the crucible. I challenge you to try powering a full Applied Energistics and IC2 base with them sometime. I don't think you'll find them to be the game-breaking monstrosity that some people think they are. I had three of them running on burning netherrack and they couldn't keep a single geothermal generator running. I've seen direwolf20 with a wall of like 8 geothermal generators running off a single lava pump in the nether. That would take somewhere around 40 crucibles to get that kind of power output, probably even more than that. If you would rather build 40 crucibles and all the requisite infrastructure (item and fluid piping, cobbestone generation) than build a single BC pump and a pair of ender tanks... Why not let people do it?
I love this mod more than I can express but I'll try!
I have a laptop that I hope to replace soon with a mid to high level desktop. My current situation prevents me from being able to play vanilla Minecraft in normal worlds so I am forced to play Skyblock and similar maps. This mod has allowed me to play with all of the mods I've grown to love through Technic and Feed The Beast!
Thank you for this mod!
Would it be possible to integrate compatibility with Tinker's Construct and allow for the metals to be directly smelted down into their liquid form directly instead of having to be put together into the gravel, sand, or dust form? My current system is insanely efficient and I am making around a stack of iron and a stack of redstone every ten minutes (as well as the other ores) and it would be cool to have everything thrown into a Smeltery and then run out into large tanks! Just an idea.
I've been playing a BWG-generated Skyblock with this mod added on the Treeit Technic modpack, and I keep getting weird redstone stuff from the Project: Red mod. Could you tell me why and how to make it stop? My chest is full of draw plates and wire debuggers and various kinds of lights.
Rollback Post to RevisionRollBack
SPAAAAAAAAAAAACE!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
I've been playing a BWG-generated Skyblock with this mod added on the Treeit Technic modpack, and I keep getting weird redstone stuff from the Project: Red mod. Could you tell me why and how to make it stop? My chest is full of draw plates and wire debuggers and various kinds of lights.
Hey guys, I want to give a “State of the Mod” update. I apologize in advance, because this is likely to become a pretty scary “wall of text”.
First, the update to 1.7 is officially in progress. However, that progress is going to be painstakingly slow. The biggest obstacle is the sheer intimidating size of this rewrite. After importing my code into the newest version of forge, I had something just short of 1,600 errors pop up. Of the 170 classes that make up my mod, I think maybe 5 of them didn’t make the compiler yell at me. Also, a lot of functionality for the barrels and hammers depended on Item IDs and Block IDs, which have been changed dramatically. Several of my blocks are going to need some drastic rewrites to be made functional again.
I’ve decided that rather than attempt to fix the errors and fight my way through that mess, I’m going to start with a blank project and port over each block and item one by one. I think that’s the only way I can do this without losing my mind or giving up. At least this way, I’ll have a sense of progress and a steady supply of goals instead of one giant wall of errors to deal with. What I end up with after this process might as well be Ex Nihilo 2.
Next up, the lesser (but still very important) obstacle… Until now, I was studying and working on this mod in my spare time. However, this past weekend I was surprised with a very impressive job offer for a software engineering position, which I accepted. This was at least partly because of the skills I was able to demonstrate while creating all of this, so I’m really grateful to you guys that encouraged me along the way. I have spent the last few days trying to decide what to do with the mod, but I’m not ready to throw in the towel just yet. I don’t want to slow down any more than I have to, but if I start communicating a lot less in the weeks and months ahead, it’s because I’m going to be working my butt off IRL.
So you see, the two of these situations together are going to make this next update especially difficult. On the one hand, this update demands tons of time and attention, and on the other hand, I have very little time or energy to give at the moment. If I could do this full time, I would. Instead, I just have to ask for your patience and understanding.
TL;DR
Basically, I’m not going to be adding any more features to the 1.6.4 version or release any updates, unless some severe game-breaking bugs show up. The 1.7 version is going to require an almost complete rewrite, so expect it to be a long time in the making.
If anyone is interested, I have created a new Ex Nihilo map. It should be both much more challenging and much less grindy than standard sky survival maps.
That's awesome that you have a job now, Crowley! And take your time with Ex Nihilo 2, it'd blow if you burned yourself out.
Have you considered assembling a small modding team for Ex Nihilo? I mean I myself don't have any coding skill to offer, but if circumstances are making it harder to manage this on your own, maybe there's some fans of this mod who'd be willing to take up some of the work alongside you.
easiest way to instal mods is using MultiMC, you can choose the version of the MC cleint and it lists all the Forge version as well. just pick the latest Forge on the list.
ok thanks so just the latest version of forge than.
Hey, mind checking how your mod works with the current DW20 1.6 pack in FTB? I added it to the modpack but a few of the items, namly the gravels and sands get made with and drop... not what they are suppose to.
a.k.a Nickle ore sand made with logic matrix's, Led gravel made with extra-dimensional storage devises, Osmium gravel made with diamond cutting heads.
A lot of it seems to be a conflict with the factorization mod. all of the gravels and sand end up using some random item from it.
Could you be so kind as to look into it and perhaps fix this oddity? I'd very much like to include this mod in a lets play.
I'm playing on FTB DW20 1.6.4 pack and you can ether remove factorization or use my config http://pastebin.com/WsbWWTeP just find crowley.skyblock.cfg in the config and past it in
Sorry but that just spilled off an ID conflict error with.. all the blocks I'm having issues with. So I have to put them back into the free range as before. But, that still makes them made/drop the wrong items.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Love the mod! It helped out my Modded Skyblock series immensely! It has also allowed me to add in new mods that I didn't think I'd get to use thanks to the renewable dirt/ores!
I made a showcase dedicated to the mod (as well as an entire episode dedicated to it on said series)
You can check it out here if you'd like =P
Im about to give the Ex Nihilo map a shot. Ive opted for the version with the Oak tree instead of Birch since I dont really like Birch that much.
EDIT: Jesus tap dancing Christ, the map is slow! I know you're supposed to let the saplings you plant grow in order to farm more to compost for more dirt, but it takes damn near forever for them to grow in the first place! Im better off using this mod on the plain Skyblock map instead of the Ex Nihilo version.
Searching for automation gives me a lot of results with right-click and left-click-machines.
I don't want to do that. I just want to be able to pump fluids and items into crucibles, sieves, and barrels. Is this mod compatible with the pipe portions of mods (BC, TE, even Gregtech now)?
Edit: I have some further questions:
Which specific mod causes silver and lead to be sieved in connection with TE: Thermal Expansion or CoFH Core?
Do silver and lead also sieve for IC2 Experimental? (I saw the thing that forces it to spawn and set it just in case.)
Edit 2: Do the options to make additional terrain generate as void still allow an End Portal to form?
It's happening when a stone barrel is trying to draw it's contents. It looks like another mod might have created a fluid but didn't properly register the icons for it and then you put it in a barrel.
Do you remember putting anything into a stone barrel right before the crashes started?
yes it staret to rain and it was a wood barrel and i removed optifine and it work
Since you technically only need one sapling of each tree type, I don't find it all that tedious myself. It makes for an interesting trade-off of sacrificing dirt in the sieve for growing a garden or a larger forest that will yield more organic matter to make more dirt blocks. I guess it could seem tedious in a flat world of just dirt, but not really in a Skyblock setting.
Having filled three double chests full of cobblestone just for a simple trade on a Skyblock server in the past, I can tell you what tedious can become. How many stacks of dirt are you sifting?
Having a random chance for a crucible to crack (become unusable) might be an interesting mechanic. I'll admit that once I got my cobblestone generator going (aka the "age of stone") it became very easy to make clay... but until I got to that point it was a huge struggle.
I decided to go ultra hardcore and use only iron drops from zombies to make buckets. I think that might fit the more appropriate hardness level (assuming you want to hunt/kill aggressive mobs) to make sticking a bucket of lava into the furnace something you wouldn't want to routinely do until you get a reliable source of iron (like an iron farm that has been the current rage of discussion this past couple of weeks).
Bone meal can be converted easily enough into other plants by simply using the bonemeal on a farm. While perhaps tedious, I was able to convert two stacks of bones into about five stacks of potatoes. It really is just an extra step you would need to take.
Version 2.1 now updated for MC 1.6.2
If you aren't pumping lava out of the crucible, at some point there will be more lava than stone left inside. When this happens, the surface of the contents of the crucible will look like lava, but if you took a stick and poked it into the crucible, you would feel the cobblestone about 1mm below the surface.
As it cooks, the cobblestone shrinks making the level of the contents in the crucible slowly fall until all the cobblestone has been melted. For the record, it takes four cobblestone to make one bucket of lava.
To visualize this process, imagine filling a glass all the way to the top with crushed ice until the top is perfectly level with the rim of the glass. Watch the ice melt. The water pools at the bottom, but you can't see it from the surface. It just looks like the surface is slowly falling. Eventually the glass is over half full of water. If the ice sank instead of floating (like stone does), you would see the ice disappear under the water. If you poured the water out, the ice would still be there, slowly melting.
I hope that clears stuff up for you guys.
There's currently a bug where if the contents of the crucible get too low, it renders the lava/cobble inside the bottom of the model, so you can't see it. I need to stop that from happening, but It doesn't effect the function of the crucible at all.
Also, I really think that some of you guys are overestimating the power of the crucible. I challenge you to try powering a full Applied Energistics and IC2 base with them sometime. I don't think you'll find them to be the game-breaking monstrosity that some people think they are. I had three of them running on burning netherrack and they couldn't keep a single geothermal generator running. I've seen direwolf20 with a wall of like 8 geothermal generators running off a single lava pump in the nether. That would take somewhere around 40 crucibles to get that kind of power output, probably even more than that. If you would rather build 40 crucibles and all the requisite infrastructure (item and fluid piping, cobbestone generation) than build a single BC pump and a pair of ender tanks... Why not let people do it?
I have a laptop that I hope to replace soon with a mid to high level desktop. My current situation prevents me from being able to play vanilla Minecraft in normal worlds so I am forced to play Skyblock and similar maps. This mod has allowed me to play with all of the mods I've grown to love through Technic and Feed The Beast!
Thank you for this mod!
Would it be possible to integrate compatibility with Tinker's Construct and allow for the metals to be directly smelted down into their liquid form directly instead of having to be put together into the gravel, sand, or dust form? My current system is insanely efficient and I am making around a stack of iron and a stack of redstone every ten minutes (as well as the other ores) and it would be cool to have everything thrown into a Smeltery and then run out into large tanks! Just an idea.
Thank you again!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
This is due to an id conflict
Could you be more specific?
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
First, the update to 1.7 is officially in progress. However, that progress is going to be painstakingly slow. The biggest obstacle is the sheer intimidating size of this rewrite. After importing my code into the newest version of forge, I had something just short of 1,600 errors pop up. Of the 170 classes that make up my mod, I think maybe 5 of them didn’t make the compiler yell at me. Also, a lot of functionality for the barrels and hammers depended on Item IDs and Block IDs, which have been changed dramatically. Several of my blocks are going to need some drastic rewrites to be made functional again.
I’ve decided that rather than attempt to fix the errors and fight my way through that mess, I’m going to start with a blank project and port over each block and item one by one. I think that’s the only way I can do this without losing my mind or giving up. At least this way, I’ll have a sense of progress and a steady supply of goals instead of one giant wall of errors to deal with. What I end up with after this process might as well be Ex Nihilo 2.
Next up, the lesser (but still very important) obstacle… Until now, I was studying and working on this mod in my spare time. However, this past weekend I was surprised with a very impressive job offer for a software engineering position, which I accepted. This was at least partly because of the skills I was able to demonstrate while creating all of this, so I’m really grateful to you guys that encouraged me along the way. I have spent the last few days trying to decide what to do with the mod, but I’m not ready to throw in the towel just yet. I don’t want to slow down any more than I have to, but if I start communicating a lot less in the weeks and months ahead, it’s because I’m going to be working my butt off IRL.
So you see, the two of these situations together are going to make this next update especially difficult. On the one hand, this update demands tons of time and attention, and on the other hand, I have very little time or energy to give at the moment. If I could do this full time, I would. Instead, I just have to ask for your patience and understanding.
TL;DR
Basically, I’m not going to be adding any more features to the 1.6.4 version or release any updates, unless some severe game-breaking bugs show up. The 1.7 version is going to require an almost complete rewrite, so expect it to be a long time in the making.
Located here: http://www.minecraftforum.net/topic/2359002-ex-nihilo-hardcore-challenge-map
Have you considered assembling a small modding team for Ex Nihilo? I mean I myself don't have any coding skill to offer, but if circumstances are making it harder to manage this on your own, maybe there's some fans of this mod who'd be willing to take up some of the work alongside you.
A little TCon addon I'm working on
ok thanks so just the latest version of forge than.
a.k.a Nickle ore sand made with logic matrix's, Led gravel made with extra-dimensional storage devises, Osmium gravel made with diamond cutting heads.
A lot of it seems to be a conflict with the factorization mod. all of the gravels and sand end up using some random item from it.
Could you be so kind as to look into it and perhaps fix this oddity? I'd very much like to include this mod in a lets play.
Sorry but that just spilled off an ID conflict error with.. all the blocks I'm having issues with. So I have to put them back into the free range as before. But, that still makes them made/drop the wrong items.
I made a showcase dedicated to the mod (as well as an entire episode dedicated to it on said series)
You can check it out here if you'd like =P
EDIT: Jesus tap dancing Christ, the map is slow! I know you're supposed to let the saplings you plant grow in order to farm more to compost for more dirt, but it takes damn near forever for them to grow in the first place! Im better off using this mod on the plain Skyblock map instead of the Ex Nihilo version.
I don't want to do that. I just want to be able to pump fluids and items into crucibles, sieves, and barrels. Is this mod compatible with the pipe portions of mods (BC, TE, even Gregtech now)?
Edit: I have some further questions:
Which specific mod causes silver and lead to be sieved in connection with TE: Thermal Expansion or CoFH Core?
Do silver and lead also sieve for IC2 Experimental? (I saw the thing that forces it to spawn and set it just in case.)
Edit 2: Do the options to make additional terrain generate as void still allow an End Portal to form?