How can I make crucible furnace heat up past 1500? I'm fueling it with lava, if that matters.
Buckets of Lava? I can't even put those into the Crucible Furnace... Got it to max temp with coal though the other day.
@Joshie (Funny, that's my nickname to most of my friends - name is Joshua) Is the problem with speedboats specific to 1.7.2 or is it in 1.6.4 as well? Do you know why they are broken?
Buckets of Lava? I can't even put those into the Crucible Furnace... Got it to max temp with coal though the other day.
@Joshie (Funny, that's my nickname to most of my friends - name is Joshua) Is the problem with speedboats specific to 1.7.2 or is it in 1.6.4 as well? Do you know why they are broken?
Thank you!
Not buckets - Mariculture's tank below the furnace.
Lava has a maximum heat of 1500. You need to use either BC Fuel, Natural Gas, Liquifacted Coal, Pyrotheum or just normal coal in the item slot. To get up to 2000.
For Details
Maximum Overall Temperature, Maximum Temperature Per Item/10MB, Maximum Burn Time
//Solid Fuels
RecipeHelper.addFuel("blockCoal", new FuelInfo(2000, 378, 10800));
RecipeHelper.addFuel(new ItemStack(Item.coal, 1, 0), new FuelInfo(2000, 42, 1200)); //Coal
RecipeHelper.addFuel(new ItemStack(Item.coal, 1, 1), new FuelInfo(1600, 32, 900)); //Charcoal
RecipeHelper.addFuel("logWood", new FuelInfo(480, 12, 300));
RecipeHelper.addFuel("plankWood", new FuelInfo(320, 8, 200));
RecipeHelper.addFuel("stickWood", new FuelInfo(160, 4, 100));
//Fluid Fuels
RecipeHelper.addFuel(FluidDictionary.natural_gas, new FuelInfo(2000, 35, 1200));
RecipeHelper.addFuel("gascraft_naturalgas", new FuelInfo(2000, 35, 1000));
RecipeHelper.addFuel("fuel", new FuelInfo(2000, 35, 1000));
RecipeHelper.addFuel("pyrotheum", new FuelInfo(2000, 100, 100));
RecipeHelper.addFuel("coal", new FuelInfo(2000, 40, 300));
RecipeHelper.addFuel("biofuel", new FuelInfo(1800, 20, 2000));
RecipeHelper.addFuel("oil", new FuelInfo(1750, 20, 400));
RecipeHelper.addFuel("lava", new FuelInfo(1500, 20, 360));
RecipeHelper.addFuel("biomass", new FuelInfo(1500, 10, 1800));
As for speedboats in 1.7, I'm not sure. Right now I'm focusing on getting probably the last of my content updates for 1.6.4 done. Then I can get back to working on fixes/porting new stuff to 1.7.
I've been trying this mod on 1.7.2 (using beta 2) and I can't seem to enchant jewelry. The mirrors work just fine for enchanting other items, but the jewelry comes up with a list of enchants like you'd see on a table and other items, but clicking on them does nothing. I tried using both creative and survival-made jewelry to test with and all 3 types of mirrors.
I'm new to the mod so I'm not sure if I'm doing anything particularly wrong or if this is a bug.
GSValore, The enchanting system for jewelry was changed in the 1.7.2 version. I haven't updated the books with the new information on that yet. Simply put, instead of enchanting the jewelry itself. You enchant the pearls. Then in the crafting window put the pearl next to the jewelry, and take out the result. You then need to work it (for short time). And most of the time that enchantment will then go on to that piece of jewelry. It's not guaranteed. (The Gold vs string makes a huge difference here as you have a much higher chance of the enchantments staying on). Rings are limited to one enchantment each, bracelets 3, and necklaces 7(based on the number of pearls used).
Nethermourn - Chuck them on the ground
iKurokoHD - I don't know about 1.7 but in 1.6 It should be, I'd recommend disposing/removing anything with my enchantments on. You will get air pockets throughout your oceans though, where limestone/kelp/coral/coral rock used to be.
GSValore, The enchanting system for jewelry was changed in the 1.7.2 version. I haven't updated the books with the new information on that yet. Simply put, instead of enchanting the jewelry itself. You enchant the pearls. Then in the crafting window put the pearl next to the jewelry, and take out the result. You then need to work it (for short time). And most of the time that enchantment will then go on to that piece of jewelry. It's not guaranteed. (The Gold vs string makes a huge difference here as you have a much higher chance of the enchantments staying on). Rings are limited to one enchantment each, bracelets 3, and necklaces 7(based on the number of pearls used).
I was able to enchant a pearl, chose a random color such as Pink and combined it with a Pink (ring, bracelet, necklace) and worked it. The enchant was applied just fine. However, it seems right now I can only get Elemental Affinity? At least, that's what it appeared in testing and if I'm not mistaken that's how the code is working currently. At least, I'm able to enchant somewhat.
Hmm, that shouldn't be the case. I know I tested it and got other enchantments. What level are you enchanting the pearl at? Oh, what are you enchanting it with? If the vanilla enchantment table, try using a mirror?
On another note, The 1.6 update should be done this weekend. Then I'll be back to just working on the 1.7. And only do bugfixes/balance changes on the 1.6.
Hmm, that shouldn't be the case. I know I tested it and got other enchantments. What level are you enchanting the pearl at? Oh, what are you enchanting it with? If the vanilla enchantment table, try using a mirror?
I tried all 3 mirrors, multiple enchantment levels. Every time, regardless of pearl color/type or level, I received Elemental Affinity I. Though I just tried with the vanilla enchanting table and I get other enchants; I'm not sure why there is a difference here.
Those of you who can't currently use the FLUDD in 1.7 can you give me some more details please? I'm able to use it just fine. Just in case you didn't realise, in 1.7 the keybindings were made simpler, it's V to activate it, and Shift + V to change modes.
As for that crash kazador, since tema doesn't want to null check the value before sending it to me... I guess I have to do that, I've just been reluctant since it's one of those cases where I really shouldn't have to. I'll probably release a fixed version for the 1.7 beta tomorrow. With just a handful of other fixes, along with last content update for 1.6. Then I'll get back to fixing/doing the rest of the 1.7 stuff (and porting that 1.6 content).
Mariculture 1.2.2 for 1.6.4 is out This is the last content update for 1.6.4 I have finally updated the OP too hehe!
Changelog
== Mariculture 1.2.2 ==
==== Last 1.6.4 ====
* This should be the last of the 1.6.4 content updates, there will no doubt still be bugfix and balance updates
==== New ====
* Config added for Fish Breeding chance, increase the breeding multiplier to make breeding easier, or decrease it to make it harder
* Bound Fishing Rod when Blood Magic is installed, + Ritual to double mutation chance in the incubator (Requires Blood Magic 1.0.1+)
* Fish Scanner, and Biome Analyser lets you peer in to the crazy depths that is Fish DNA and See what the temperature of the current location is
* Male DNA affects the area that is affected, they have six stats for this dna, for all six coordinates, representing + or minus to the radius, only opening a feeder, or placing a male in will now update the tank area
* Ten new Fish Species, bringing the total up to 40!
* Angelfish when working will now teleport items up to 16 blocks in each direction in to chests underneath fish feeders
* All fish can be caught alive in the wild, but anything other than the base fish, have special catch conditions, such as time of day, height in world, temperature, salinity
* Added WAILA Support to Vats
* Can disable the requirements for catching fish in different biomes, allowing you to catch all fish in each biome(world related still applies)
==== Changes ====
* Limestone Variants and Pearl Bricks split in to a new 'Aesthetics' module.
* Fish 'Groups' removed, doesn't affect anything, since they were just arbritary descriptors anyways, Allows for addition of 1 off fish, rather than having to install three new fish at a time
* Fertility is now the number of eggs that are produced, The hatch chance of eggs is now a fixed 0.1%, so a fish that lays 3000 eggs will on average produce 3 extra fish, but can be improved with the use of purity upgrades in an incubator
* Magnesium Dust now has 100% chance of Magnesium, Magnesium Dust reduced to 5000MB Quicklime and 3000MB Water. You can also make the dust now with 1000MB of water and a Flux Droplet
* Burnt Bricks, now use half as much lava for both recipe variants
* You can now melt Limestone in a Tinkers Smeltery as well as the Magnesium Dust
* Obsidian time reduced to 10 seconds from 15
* Mob Magnet requires LP to be used if you have Blood Magic installed
* Breeding combinations completely revamped
* Fish Stat defaults all changed, Due to this, any existing fish eggs will NOT work after upgrading. Make sure to hatch fish before updating.
* Nightfish can now be caught rarely in the overworld but only when fishing at night.
* Concept of 'Ethereal Waters' removed, Salinity now consists of Fresh, Brackish and Saline Water. The Salinator Upgrade increases the salinity of the biome by one, while the Purifier reduces it by one, so a fresh water biome would need two salinator upgrades to become salt water. Ethereal upgrade now nullifies the world requirement for fish instead. E.G. It lets you breed netherfish in overworld, endfish in nether or overworld fish in the end etc.
* Fishing loot now split in to two lists, goodies and junk. Higher tier fishing rods have better chance of getting good stuff.
* Food tick in the config is now how many ticks before a fish will eat, Fish are less greedy.
* Fishing Net default speed, slightly faster
* Reduced cost of Hard plastic, can also make it with ethanol now instead
* Changed Transparent Plastic recipe to be glass + natural gas/ethanol
* Can automatically extract fishing rods from autofisher, allowing automated charging of the RF rod
* Can now use vanilla fishing rods in an autofisher, they will only generate vanilla fish, and require no bait
* Luck of the Irish now can be put on Hammers, You have a chance to restore more than one damage point in an anvil when using the hammer
* Changed around how much bait you get and from what you get it from
* Shift clicking a sifter will cause it to sift one item at a time instead of the whole stack
* Fish Tank size, while as before is determined by water, it's no longer based on 'various sizes'. Each fish now has it's own individual number of water block requirements. Ranging from 15 blocks of water up to 400. To see how much space a fish needs, you can use the scanner. Fish Food amount is also determined by water blocks.
==== Bugfixes ====
* Fixed AutoDictionary not correctly removing the extra tags when converting items
* Fixed dupe glitch with books
* Fixed Oyster dupe bug, with block updates
* Fixed crash with enchanted basic mirrors
* Fixed crash when fishing on tile entities that aren't instances of IUpgradable
* Fixed crash when eating the last item in a stack of food
* Fixed potential crash when reloading a Vat
* When producing the last two fish from an egg if none are generated, they will no longer be 'twins', their dna is now generated seperately.
I have a dupe bug to report; if you put a sifter in a wall and break it, you get two back for some reason. Can't gain much out of it but I was thinking ''what o_O''. Also I can't seem to craft the reed/sugar cane rod..
Which version Nyan, those sound like 1.7.2 bugs that I fixed in the BETA 3.
Hi, I was hoping I could get a few questions cleared up that I haven't seen elsewhere.
I've just started getting to the stage where I have all the components I need to start doing some fish breeding, and I think I've got everything put together correctly, but no matter what I do, I cannot get the Fish Feeder to actually accept any form of Fish Food. My understanding is that I should be able to put any of the Bait types that I get from the Sifter in there or put Fish Meal in there, but the food slot won't accept anything at all.
Does the feeder have requisites before it will function at all? I understand that the fish themselves have specific requirements, but do I have to have a specifically sized "tank" around the feeder for it to work? I tried to build a "tank" based on the examples on the wiki and various spotlights from youtube, but none of them were really clear if they have to be exact shapes/sizes or not. Also, I built a floating tank directly into the ocean since I'm situated in a beach/ocean biome in my world, does this prevent it from working?
Buckets of Lava? I can't even put those into the Crucible Furnace... Got it to max temp with coal though the other day.
@Joshie (Funny, that's my nickname to most of my friends - name is Joshua) Is the problem with speedboats specific to 1.7.2 or is it in 1.6.4 as well? Do you know why they are broken?
Thank you!
Not buckets - Mariculture's tank below the furnace.
For Details
Maximum Overall Temperature, Maximum Temperature Per Item/10MB, Maximum Burn Time
//Solid Fuels
RecipeHelper.addFuel("blockCoal", new FuelInfo(2000, 378, 10800));
RecipeHelper.addFuel(new ItemStack(Item.coal, 1, 0), new FuelInfo(2000, 42, 1200)); //Coal
RecipeHelper.addFuel(new ItemStack(Item.coal, 1, 1), new FuelInfo(1600, 32, 900)); //Charcoal
RecipeHelper.addFuel("logWood", new FuelInfo(480, 12, 300));
RecipeHelper.addFuel("plankWood", new FuelInfo(320, 8, 200));
RecipeHelper.addFuel("stickWood", new FuelInfo(160, 4, 100));
//Fluid Fuels
RecipeHelper.addFuel(FluidDictionary.natural_gas, new FuelInfo(2000, 35, 1200));
RecipeHelper.addFuel("gascraft_naturalgas", new FuelInfo(2000, 35, 1000));
RecipeHelper.addFuel("fuel", new FuelInfo(2000, 35, 1000));
RecipeHelper.addFuel("pyrotheum", new FuelInfo(2000, 100, 100));
RecipeHelper.addFuel("coal", new FuelInfo(2000, 40, 300));
RecipeHelper.addFuel("biofuel", new FuelInfo(1800, 20, 2000));
RecipeHelper.addFuel("oil", new FuelInfo(1750, 20, 400));
RecipeHelper.addFuel("lava", new FuelInfo(1500, 20, 360));
RecipeHelper.addFuel("biomass", new FuelInfo(1500, 10, 1800));
As for speedboats in 1.7, I'm not sure. Right now I'm focusing on getting probably the last of my content updates for 1.6.4 done. Then I can get back to working on fixes/porting new stuff to 1.7.
I'm new to the mod so I'm not sure if I'm doing anything particularly wrong or if this is a bug.
Nethermourn - Chuck them on the ground
iKurokoHD - I don't know about 1.7 but in 1.6 It should be, I'd recommend disposing/removing anything with my enchantments on. You will get air pockets throughout your oceans though, where limestone/kelp/coral/coral rock used to be.
I was able to enchant a pearl, chose a random color such as Pink and combined it with a Pink (ring, bracelet, necklace) and worked it. The enchant was applied just fine. However, it seems right now I can only get Elemental Affinity? At least, that's what it appeared in testing and if I'm not mistaken that's how the code is working currently. At least, I'm able to enchant somewhat.
On another note, The 1.6 update should be done this weekend. Then I'll be back to just working on the 1.7. And only do bugfixes/balance changes on the 1.6.
I tried all 3 mirrors, multiple enchantment levels. Every time, regardless of pearl color/type or level, I received Elemental Affinity I. Though I just tried with the vanilla enchanting table and I get other enchants; I'm not sure why there is a difference here.
As for that crash kazador, since tema doesn't want to null check the value before sending it to me... I guess I have to do that, I've just been reluctant since it's one of those cases where I really shouldn't have to. I'll probably release a fixed version for the 1.7 beta tomorrow. With just a handful of other fixes, along with last content update for 1.6. Then I'll get back to fixing/doing the rest of the 1.7 stuff (and porting that 1.6 content).
B:"Copper > Generation"=false
and change it to true.
Maybe I should change the default to true. Not sure :P, I'm just used to playing with so many mods that already add it xD
Fishing net is
PSP
SSS
PSP
P = Stick
S = String
This is the last content update for 1.6.4
I have finally updated the OP too hehe!
Changelog
==== Last 1.6.4 ====
* This should be the last of the 1.6.4 content updates, there will no doubt still be bugfix and balance updates
==== New ====
* Config added for Fish Breeding chance, increase the breeding multiplier to make breeding easier, or decrease it to make it harder
* Bound Fishing Rod when Blood Magic is installed, + Ritual to double mutation chance in the incubator (Requires Blood Magic 1.0.1+)
* Fish Scanner, and Biome Analyser lets you peer in to the crazy depths that is Fish DNA and See what the temperature of the current location is
* Male DNA affects the area that is affected, they have six stats for this dna, for all six coordinates, representing + or minus to the radius, only opening a feeder, or placing a male in will now update the tank area
* Ten new Fish Species, bringing the total up to 40!
* Angelfish when working will now teleport items up to 16 blocks in each direction in to chests underneath fish feeders
* All fish can be caught alive in the wild, but anything other than the base fish, have special catch conditions, such as time of day, height in world, temperature, salinity
* Added WAILA Support to Vats
* Can disable the requirements for catching fish in different biomes, allowing you to catch all fish in each biome(world related still applies)
==== Changes ====
* Limestone Variants and Pearl Bricks split in to a new 'Aesthetics' module.
* Fish 'Groups' removed, doesn't affect anything, since they were just arbritary descriptors anyways, Allows for addition of 1 off fish, rather than having to install three new fish at a time
* Fertility is now the number of eggs that are produced, The hatch chance of eggs is now a fixed 0.1%, so a fish that lays 3000 eggs will on average produce 3 extra fish, but can be improved with the use of purity upgrades in an incubator
* Magnesium Dust now has 100% chance of Magnesium, Magnesium Dust reduced to 5000MB Quicklime and 3000MB Water. You can also make the dust now with 1000MB of water and a Flux Droplet
* Burnt Bricks, now use half as much lava for both recipe variants
* You can now melt Limestone in a Tinkers Smeltery as well as the Magnesium Dust
* Obsidian time reduced to 10 seconds from 15
* Mob Magnet requires LP to be used if you have Blood Magic installed
* Breeding combinations completely revamped
* Fish Stat defaults all changed, Due to this, any existing fish eggs will NOT work after upgrading. Make sure to hatch fish before updating.
* Nightfish can now be caught rarely in the overworld but only when fishing at night.
* Concept of 'Ethereal Waters' removed, Salinity now consists of Fresh, Brackish and Saline Water. The Salinator Upgrade increases the salinity of the biome by one, while the Purifier reduces it by one, so a fresh water biome would need two salinator upgrades to become salt water. Ethereal upgrade now nullifies the world requirement for fish instead. E.G. It lets you breed netherfish in overworld, endfish in nether or overworld fish in the end etc.
* Fishing loot now split in to two lists, goodies and junk. Higher tier fishing rods have better chance of getting good stuff.
* Food tick in the config is now how many ticks before a fish will eat, Fish are less greedy.
* Fishing Net default speed, slightly faster
* Reduced cost of Hard plastic, can also make it with ethanol now instead
* Changed Transparent Plastic recipe to be glass + natural gas/ethanol
* Can automatically extract fishing rods from autofisher, allowing automated charging of the RF rod
* Can now use vanilla fishing rods in an autofisher, they will only generate vanilla fish, and require no bait
* Luck of the Irish now can be put on Hammers, You have a chance to restore more than one damage point in an anvil when using the hammer
* Changed around how much bait you get and from what you get it from
* Shift clicking a sifter will cause it to sift one item at a time instead of the whole stack
* Fish Tank size, while as before is determined by water, it's no longer based on 'various sizes'. Each fish now has it's own individual number of water block requirements. Ranging from 15 blocks of water up to 400. To see how much space a fish needs, you can use the scanner. Fish Food amount is also determined by water blocks.
==== Bugfixes ====
* Fixed AutoDictionary not correctly removing the extra tags when converting items
* Fixed dupe glitch with books
* Fixed Oyster dupe bug, with block updates
* Fixed crash with enchanted basic mirrors
* Fixed crash when fishing on tile entities that aren't instances of IUpgradable
* Fixed crash when eating the last item in a stack of food
* Fixed potential crash when reloading a Vat
* When producing the last two fish from an egg if none are generated, they will no longer be 'twins', their dna is now generated seperately.
Which version Nyan, those sound like 1.7.2 bugs that I fixed in the BETA 3.
I've just started getting to the stage where I have all the components I need to start doing some fish breeding, and I think I've got everything put together correctly, but no matter what I do, I cannot get the Fish Feeder to actually accept any form of Fish Food. My understanding is that I should be able to put any of the Bait types that I get from the Sifter in there or put Fish Meal in there, but the food slot won't accept anything at all.
Does the feeder have requisites before it will function at all? I understand that the fish themselves have specific requirements, but do I have to have a specifically sized "tank" around the feeder for it to work? I tried to build a "tank" based on the examples on the wiki and various spotlights from youtube, but none of them were really clear if they have to be exact shapes/sizes or not. Also, I built a floating tank directly into the ocean since I'm situated in a beach/ocean biome in my world, does this prevent it from working?
Thanks for any help.