This update adds more than 100 mod related block modifier symbols to your world, including rebalanced versions of the automatically generated, usually imbalanced fluids. Of course all of these can be turned off. By intelligently calculating the symbols' rarities, loot chests and the Mystcraft villager won't get clogged by JAMI symbols.
As always, if you feel like the balancing could be improved, reply to this thread or send us a PM.
Furthermore, we added integration for the dense ores symbol for quite a few mods - see the changelog for further detail.
While we primarily focused on Mystcraft, there is some other integration added as well:
Multiple new recipes for rock crusher, macerator, and Thermal Expansion machines.
More Thaumcraft aspects for Tinker's Construct, Thermal Expansion and JABBA.
A bunch of small bugfixes.
Maybe more importantly, two improvements on a meta level.
Modules now require a certain minimum version of the necessary mods to work. This should greatly increase stability.
Also, the config files got restructured. Hopefully, they are more accessible now - let us know what you think.
New Mod integrated: Mystcraft
New Mod integrated: JABBA
Added: Checking for the mods' required minimum versions before activating modules
Reorganized and revised the config files
New Modules: Added block modifier symbols (Mystcraft) for
Ars Magica 2
Industrial Craft 2
Added balanced liquid symbols for all of the above mods' liquids, replacing the autogenerated ones (configurable)
Intgrated the above mods' ores into Mystcraft's dense ore generation
New Module: Added block modifier symbols (Mystcraft) for all wood blocks
New Modules: Pulverizer, Macerator and Rock Crusher recipes added for Apatite Ore
New Modules: Pulverizer and Macerator recipes for Thaumcraft's flowers
New Module: Added Fluid Transposer recipe for Cinnabar Clusters
New Module: Added missing TC aspects to Thermal Expansion
New Module: Added missing TC aspects to Mystcraft
New Module: Added TC aspects to JABBA
Added: More TC aspects for Tinker's Construct
Added: Natura's bows can be used for crafting dispensers
Hey, awesome mod!
I love it when everything is compatible and works together.
I just wanted to let you know that the advanced smeltery recycling recipes kind of bug out with gregtech's hammers and the tome of the alkahest from Xeno's Reliquary. It just acts quite weird, I think it counts the hammers and the tome as part of the material cost.
If you find the time you should add multiparts and facades of all the gregtech decorative blocks, also thaumcraft aspects for the main gregtech machines and items. I don't play with mystcraft, but for the sake of completion you should probably add the ores from gregtech as pages and integrate with the dense ores like you've done with the other mods. (if you do decide to do gregtech integration)
Anyways, I'm gonna keep a close watch on this thread. Keep it up!
Edit: pretty sure there are also a lot of problems with the interaction between Equivalent Exchange 3 + the advanced smeltery recipes.
Thanks for the feedback!
Neither me nor Samtrion are too much of GregTech fans, so we propably won't put lots of time into it - there's just too many other great mods without so many controversities involved.
The next (few?) update(s) will focus on Forestry, but we can sneak some of the simpler GregTech integration in, i.e. multiparts, facades, Mystcraft block modifiers and dense ore integration. Although I simply assumed, GregTech adds facades and multiparts by itself, since these are pretty much standard.
As for Thaumcraft aspects, those are maybe the most tedious integration to write. We did plan on completing them after the Forestry update(s), for all mods supported by that point (then including GregTech). So while you'll have to wait a bit, they will get done eventually.
TLDR: Basic GregTech integration coming soon. More advanced integration only if specifically requested and not too time-consuming
Yeah the thaumcraft aspects aren't super important, but the facades and multiparts would be good. I can understand why you might not want to add compatibilities for gregtech, but it would be nice as an option for those who do use it. I added some of the gregtech decorative blocks to the multiparts config myself, just to see how they would work, and they seem to do okay.
If you want some recommendations for the gregtech facades/multiparts:
Anyways, I was trying to blacklist Reliquary's alkahest, the minium stone, and the gregtech hammers from the advanced smeltery config, and I think I must have it wrong or it isn't working as intended.
With those things enabled (at least those are I think what's causing it) a bunch of things which shouldn't be become smeltable.
Now, like I said, I tried to configure the advancedsmeltery.cfg to blacklist the minium stone/philosipher stone and the alkahest, but everything I try either doesn't change anything or completely disables the advancedsmeltery module.
One other thing you guys may be able to do with the gregtech integration, currently the gregtech aluminium ingot isn't smeltable in the smeltery. I think it's simply an issue of spelling differences. (tconstruct aluminum vs gregtech aluminium)
I once tried adding the gregtech aluminium to the oredict registered correctly as aluminum using minetweaker, but it just crashed when trying to melt it down for some reason. All the other gregtech ingots, dusts, and metal storage blocks of metals that can be melted down work correctly.
Here's how things work at the moment in my private modpack:
Gregtech aluminium (oreDict.ingotAluminium) does not work in the smeltery.
Galacticraft aluminum (registered as both oreDict.ingotAluminum & oreDict.ingotAluminium) works in the smeltery, and the smeltery actually produces this ingot by default for some reason instead of the tconstruct one.
Tinkers' Construct aluminum (oreDict.ingotAluminum) of course works in the smeltery, but also for some reason works in all the gregtech recipes.
I do have somewhat of a fix implemented, but that's only having gregtech's unification default to the galacticraft ingot.
Now, who should I talk to?
I know mDiyo doesn't wish to be bothered with anything involving gregtech, so I won't bother asking there just out of respect. Now as for Greg, I would ask there, but I'm actually using a slightly older version of Gregtech (4.07o), mainly for the shorter loadtimes. That, and the fact that he's moved on to working on 1.7. Should I contact Micdoodle of Galacticraft about this since his version of the ingot is somehow both aluminum and aluminium? I know he's busy working on 1.7 as well.
My main goal is just having a stable modpack and having everything work together correctly. I don't want to start any fueds or anything. In your opinion, should I pursue this further, or just forget about it and rely on my slightly hacky minetweaker config? I know another option would be to just turn off unification, but that still doesn't really solve the "some aluminum is aluminium, but aluminum can't be aluminum" thing.
If the Tinkers' Construct aluminum is really supposed to not be the same type of aluminum, or a less refined version of aluminum, shouldn't it then not be compatible with the Galacticraft or the Gregtech aluminum at all?
I have a suggestion that I think would make everything work out, I know you're not really the one to suggest this to, but I'm going to suggest it anyways. How about for Tinkers' Construct, Aluminum gets renamed to 'Alumium.' This was the original name for aluminum thought up by the guy who discovered it, Sir Humphrey Davy. I think that fits well with the spirit of the Tinkers' Construct aluminum being a much less refined ore, found in the earth. It could be registered to the ore dictionary as 'oreDict.ingotAlumium' which is something that no other mod is using. Therefore Tinkers' Construct would have it's own variant of aluminum which is only compatible with itself, and the Galacticraft & Gregtech variants would only be compatible with eachother.
Sorry, I know this isn't your problem, I'm just trying to see how you feel about the topic. Thanks for listening.