Try taking out Iguana's Tinker Tweaks and loading up that flat world again. I know it modifies the mining values for tools made with TiC (and disables tools made without TiC methods). Perhaps Tinker Tweaks is causing your tools to not mine properly. I know I was able to mine both Adamantine and Atlarus with a Celenegil pick (this was before we added TiC).
Do you mean Iguana Tweaks? TIC, and Iguana Tweaks are the main 2 mods for my solitary craft. If I got rid of Iguana Tweaks, it's pointless for me to play it. I want the build up and struggle to get the high tier tools. If that's not in it, it makes TIC too easy for me.
Sadly, maybe the only solution is the play without Metallurgy. Out of the three mods, that's the one I can do without the most. But I really like the other metal options, with the added weapons and armor, which was why I added that in. And since it was part of a modpack, I figure there shouldn't be any issues.
The odd part is, in 1.6.4 when I played Blood n Bones, all three were in that pack and had absolutely no problems at all together. Maybe metallurgy's 1.7.10 upgrade simply still has some quirks that need to be worked out?
Do you mean Iguana Tweaks? TIC, and Iguana Tweaks are the main 2 mods for my solitary craft. If I got rid of Iguana Tweaks, it's pointless for me to play it. I want the build up and struggle to get the high tier tools. If that's not in it, it makes TIC too easy for me.
Sadly, maybe the only solution is the play without Metallurgy. Out of the three mods, that's the one I can do without the most. But I really like the other metal options, with the added weapons and armor, which was why I added that in. And since it was part of a modpack, I figure there shouldn't be any issues.
The odd part is, in 1.6.4 when I played Blood n Bones, all three were in that pack and had absolutely no problems at all together. Maybe metallurgy's 1.7.10 upgrade simply still has some quirks that need to be worked out?
I'm not saying for you to take out Iguana Tweaks forever :P. I was just saying you could try loading a creative world with just TiC and Metallurgy (No Iguana Tweaks) give yourself a selection of high-tier tools (Adamantine, Atlarus, Tartarite, Manyullen, vanilla and TiC) place down a block or two of Atlarus ore, and see which of the tools work. If they all work, then the issue is the progression system in Iguana Tweaks, and if you want to continue using TiC, IT, and Metallurgy together (and have an absurdly powerful Tartarite pick :P) you'll have to see if the developer(s) of Iguana Tweaks can fix it on their end.
I'm using TiC and Metallurgy for 1.7.10 (both updated to the newest versions) without Iguana Tweaks. I have a Tartarite pick that mines anything, and though I haven't tested it, I'm pretty sure my old Celenegil pick would still work just as well. If the issue is, as I suspect, with Iguana Tweaks's progression system, then there's nothing the devs of Metallurgy or TiC can do to fix it.
As far as I know, there isn't a 100% up to date guide to the mod anywhere. The closest is a document for M3 that seems to be accurate.
Okay, i get that the Alloyer outputs more materials, but why cant we mix ingots instead of dust, i already have the required ingots, i dont want to go through the hassle of grinding them back down into dusts just to get the ingot i need
Okay, i get that the Alloyer outputs more materials, but why cant we mix ingots instead of dust, i already have the required ingots, i dont want to go through the hassle of grinding them back down into dusts just to get the ingot i need
It doesn't make sense for ingots to mix, imagine trying to bash two metal bars together versus mixing two piles of dust together
Okay, i get that the Alloyer outputs more materials, but why cant we mix ingots instead of dust, i already have the required ingots, i dont want to go through the hassle of grinding them back down into dusts just to get the ingot i need
When using Metallurgy, I never smelt any dust (well, at least none of the ones that can be used in alloys) until I intend to use the ingots. That way I have the option to smelt or combine them at any time. That kinda' ended up screwing me over a bit a while back thanks to some ore dictionary stuff (all the dusts registered as being made by a different mod. When I removed the other mod, all of my dusts were gone) but that was my fault.
Can~t craft it. Have other(Forestry, Galacticraft) mods with copper, but i disabled it in other mods.
I disabled some mods and now i know that's Galacticraft broblem. What's wrong with my config?
# Configuration file
achievements {
# Base Achievement ID. All achievement IDs will start at this number.
I:idAchievBase=1784
}
dimensions {
# IDs of dimensions where rockets should not launch - this should always include the Nether.
I:"Dimensions where rockets cannot launch" <
-1
1
>
# If true, rockets will be unable to reach the Overworld (only use this in special modpacks!)
B:"Disable rockets from returning to Overworld"=false
# IDs to load at startup, and keep loaded until server stops. Can be added via /gckeeploaded
I:"Static Loaded Dimensions" <
>
# Biome ID for Moon (Mars will be this + 1, Asteroids + 2 etc). Allowed range 40-250.
I:biomeIDBase=212
# Dimension ID for the Moon
I:idDimensionMoon=-28
# Dimension ID for Overworld Space Stations
I:idDimensionOverworldOrbit=-27
# Dimension ID for Static Overworld Space Stations
I:idDimensionOverworldOrbitStatic=-26
}
general {
# By default, you will respawn on galacticraft dimensions if you die. If you set this to true, you will
respawn back on earth.
B:"Force Overworld Spawn"=false
# Setting this to false will revert night skies back to default minecraft star count
B:"More Stars"=false
# If you have FPS problems, setting this to true will help if rocket particles are in your sights
B:"Disable Spaceship Particles"=false
# If true, this will move the Oxygen Indicator to the left side. You can combine this with "Minimap Bottom"
B:"Minimap Left"=false
# If true, this will move the Oxygen Indicator to the bottom. You can combine this with "Minimap Left"
B:"Minimap Bottom"=false
# Increasing this will increase amount of oil that will generate in each chunk.
D:"Oil Generation Factor"=1.0
# List of non-galacticraft dimension IDs to generate oil in.
I:"Oil gen in external dimensions" <
0
>
# If this is enabled, GC oil will be added to existing Overworld maps where possible.
B:"Retro Gen of GC Oil in existing map chunks"=false
# If this is enabled, copper ore will generate on the overworld.
B:"Enable Copper Ore Gen"=false
# If this is enabled, tin ore will generate on the overworld.
B:"Enable Tin Ore Gen"=false
# If this is enabled, aluminum ore will generate on the overworld.
B:"Enable Aluminum Ore Gen"=true
# If this is enabled, silicon ore will generate on the overworld.
B:"Enable Silicon Ore Gen"=true
# Disable Cheese Ore Gen on Moon.
B:"Disable Cheese Ore Gen on Moon"=false
# Disable Tin Ore Gen on Moon.
B:"Disable Tin Ore Gen on Moon"=false
# Disable Copper Ore Gen on Moon.
B:"Disable Copper Ore Gen on Moon"=false
# If true, moon villages will not generate.
B:"Disable Moon Village Gen"=false
# If this is enabled, other mods' standard ores and all other features (eg. plants) can generate on the Moon
and planets. Apart from looking wrong, this make cause 'Already Decorating!' type crashes. NOT RECOMMENDED! See
Wiki.
B:"Generate all other mods features on planets"=true
# If generate other mods features is disabled as recommended, this setting can whitelist CoFHCore custom
worldgen on planets.
B:"Whitelist CoFHCore worldgen to generate its ores and lakes on planets"=false
# If ThaumCraft is installed, ThaumCraft wild nodes can generate on the Moon and planets.
B:"Generate ThaumCraft wild nodes on planetary surfaces"=false
# Enter IDs of other mods' ores here for Galacticraft to generate them on the Moon and other planets. Format
is BlockName or BlockName:metadata. Use optional parameters at end of each line: /RARE /UNCOMMON or /COMMON for
rarity in a chunk; /DEEP /SHALLOW or /BOTH for height; /SINGLE /STANDARD or /LARGE for clump size; /XTRARANDOM for
ores sometimes there sometimes not at all. /ONLYMOON or /ONLYMARS if wanted on one planet only. If nothing
specified, defaults are /COMMON, /BOTH and /STANDARD. Repeat lines to generate a huge quantity of ores.
S:"Other mods ores for GC to generate on the Moon and planets" <
625 /common /both /rare /large /onlymoon
625:1 /common /both /rare /large /onlymoon
625:2 /common /both /rare /large /onlymoon
642 /common /both /rare /large /onlymoon
642:1 /common /both /rare /large /onlymoon
642:2 /common /both /rare /large /onlymoon
642:4 /common /both /rare /large /onlymoon
642:5 /common /both /rare /large /onlymoon
642:6 /common /both /rare /large /onlymoon
642:7 /common /both /rare /large /onlymoon
642:8 /common /both /rare /large /onlymoon
642:11 /common /both /rare /large /onlymoon
642:13 /common /both /rare /large /onlymoon
642:14 /common /both /rare /large /onlymoon
14 /common /both /rare /large /onlymoon
15 /common /both /rare /large /onlymoon
21 /common /both /rare /large /onlymoon
16 /common /both /rare /large /onlymoon
56 /common /both /rare /large /onlymoon
73 /common /both /rare /large /onlymoon
129 /common /both /rare /large /onlymoon
685:1 /common /both /rare /large /onlymars
685:2 /common /both /rare /large /onlymars
685:3 /common /both /rare /large /onlymars
685:4 /common /both /rare /large /onlymars
685:5 /common /both /rare /large /onlymars
>
# If this is enabled, debug messages will appear in the console. This is useful for finding bugs in the mod.
B:"Enable Debug Messages"=false
# If this is true, the player will parachute onto the Moon instead - use only in debug situations.
B:"Disable lander on Moon and other planets"=false
# Spaceships will not explode on contact if set to true.
B:"Disable Spaceship Explosion"=false
# While true, space stations require you to invite other players using /ssinvite
B:"Space Stations Require Permission"=false
# If set to true on a server, players will be completely unable to create space stations.
B:"Disable Space Station creation"=false
# By default, Galacticraft will override capes with the mod's donor cape. Set to false to disable.
B:"Override Capes"=false
# Solar panels will work (default 2x) more effective on space stations.
D:"Space Station Solar Energy Multiplier"=2.0
# List non-opaque blocks from other mods (for example, special types of glass) that the Oxygen Sealer should
recognize as solid seals. Format is BlockName or BlockName:metadata
S:"External Sealable IDs" <
minecraft:glass_pane:0
>
# List blocks from other mods that the Sensor Glasses should recognize as solid blocks. Format is BlockName or
BlockName:metadata.
S:"External Detectable IDs" <
minecraft:coal_ore
minecraft:diamond_ore
minecraft:gold_ore
minecraft:iron_ore
minecraft:lapis_ore
minecraft:redstone_ore
minecraft:lit_redstone_ore
minecraft:emerald_ore
minecraft:quartz_ore
BiomesOPlenty:biomeBlock
BiomesOPlenty:gemOre
Forestry:resources
Metallurgy:base.ore
Metallurgy:ender.ore
Metallurgy:fantasy.ore
Metallurgy:nether.ore
Metallurgy:precious.ore
Metallurgy:utility.ore
UndergroundBiomes:igneous_oreRedstone
UndergroundBiomes:metamorphic_oreRedstone
UndergroundBiomes:sedimentary_oreRedstone
UndergroundBiomes:igneous_oreDiamond
UndergroundBiomes:metamorphic_oreDiamond
UndergroundBiomes:sedimantary_oreDiamond
UndergroundBiomes:igneous_oreLapis
UndergroundBiomes:metamorphic_oreLapis
UndergroundBiomes:sedimentary_oreLapis
UndergroundBiomes:igneous_oreEmerald
UndergroundBiomes:metamorphic_oreEmerald
UndergroundBiomes:sedimentary_oreEmerald
UndergroundBiomes:igneous_oreGold
UndergroundBiomes:metamorphic_oreGold
UndergroundBiomes:sedimentary_oreGold
UndergroundBiomes:igneous_oreIron
UndergroundBiomes:metamorphic_oreIron
UndergroundBiomes:sedimentary_oreEmerald
UndergroundBiomes:igneous_oreCoal
UndergroundBiomes:metamorphic_oreCoal
UndergroundBiomes:sedimentary_oreCoal
UndergroundBiomes:igneous_metal.block.fantasy.ore
UndergroundBiomes:metamorphic_metal.block.fantasy.ore
UndergroundBiomes:sedimentary_metal.block.fantasy.ore
UndergroundBiomes:igneous_metal.block.utility.ore.3
UndergroundBiomes:metamorphic_metal.block.utility.ore.3
UndergroundBiomes:sedimentary_metal.block.utility.ore.3
UndergroundBiomes:igneous_metal.block.base.ore.2
UndergroundBiomes:metamorphic_metal.block.base.ore.2
UndergroundBiomes:sedimentary_metal.block.base.ore.2
UndergroundBiomes:igneous_metal.block.precious.ore
UndergroundBiomes:metamorphic_metal.block.precious.ore
UndergroundBiomes:sedimentary_metal.block.precious.ore
UndergroundBiomes:igneous_metal.block.fantasy.ore.7
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.7
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.7
UndergroundBiomes:igneous_metal.block.fantasy.ore.13
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.13
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.13
UndergroundBiomes:igneous_metal.block.fantasy.ore.4
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.4
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.4
UndergroundBiomes:igneous_metal.block.precious.ore.2
UndergroundBiomes:metamorphic_metal.block.precious.ore.2
UndergroundBiomes:sedimentary_metal.block.precious.ore.2
UndergroundBiomes:igneous_metal.block.utility.ore.2
UndergroundBiomes:metamorphic_metal.block.utility.ore.2
UndergroundBiomes:sedimentary_metal.block.utility.ore.2
UndergroundBiomes:igneous_metal.block.fantasy.ore.2
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.2
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.2
UndergroundBiomes:igneous_metal.block.fantasy.ore.11
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.11
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.11
UndergroundBiomes:igneous_metal.block.utility.ore
UndergroundBiomes:metamorphic_metal.block.utility.ore
UndergroundBiomes:sedimentary_metal.block.utility.ore
UndergroundBiomes:igneous_metal.block.fantasy.ore.5
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.5
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.5
UndergroundBiomes:igneous_metal.block.precious.ore.1
UndergroundBiomes:metamorphic_metal.block.precious.ore.1
UndergroundBiomes:sedimentary_metal.block.precious.ore.1
UndergroundBiomes:igneous_metal.block.utility.ore.5
UndergroundBiomes:metamorphic_metal.block.utility.ore.5
UndergroundBiomes:sedimentary_metal.block.utility.ore.5
UndergroundBiomes:igneous_metal.block.utility.ore.1
UndergroundBiomes:metamorphic_metal.block.utility.ore.1
UndergroundBiomes:sedimentary_metal.block.utility.ore.1
UndergroundBiomes:igneous_metal.block.utility.ore.4
UndergroundBiomes:metamorphic_metal.block.utility.ore.4
UndergroundBiomes:sedimentary_metal.block.utility.ore.4
UndergroundBiomes:igneous_metal.block.base.ore.1
UndergroundBiomes:metamorphic_metal.block.base.ore.1
UndergroundBiomes:sedimentary_metal.block.base.ore.1
UndergroundBiomes:igneous_metal.block.base.ore
UndergroundBiomes:metamorphic_metal.block.base.ore
UndergroundBiomes:sedimentary_metal.block.base.ore
UndergroundBiomes:igneous_metal.block.fantasy.ore.14
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.14
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.14
UndergroundBiomes:igneous_metal.block.fantasy.ore.1
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.1
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.1
UndergroundBiomes:igneous_metal.block.fantasy.ore.8
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.8
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.8
UndergroundBiomes:igneous_metal.block.fantasy.ore.6
UndergroundBiomes:metamorphic_metal.block.fantasy.ore.6
UndergroundBiomes:sedimentary_metal.block.fantasy.ore.6
>
# Lower/Raise this value to change time between suffocation damage ticks
I:"Suffocation Cooldown"=100
# Change this value to modify the damage taken per suffocation tick
I:"Suffocation Damage"=2
# Change this if you wish to balance the mod (if you have more powerful weapon mods).
D:"Dungeon Boss Health Modifier"=1.0
# Set this to true for increased difficulty in modpacks (see forum for more info).
B:"Harder Difficulty"=true
# Set this to true for less metal use in Galacticraft recipes (makes the game easier).
B:"Quick Game Mode"=false
# If this is enabled, areas sealed by Oxygen Sealers will run a seal check when the player breaks or places a
block (or on block updates). This should be enabled for a 100% accurate sealed status, but can be disabled on
servers for performance reasons.
B:"Enable Sealed edge checks"=true
# Enable this if the standard canister recipe causes a conflict.
B:"Alternate recipe for canisters"=true
# This needs to match the OreDictionary name used in the other mod. Set a nonsense name to disable.
S:"OreDict name of other mod's silicon usable in Galacticraft"=itemSilicon
# Leave 'KEY_' value, adding the intended keyboard character to replace the letter. Values 0-9 and A-Z are
accepted
S:"Open Galaxy Map"=KEY_N
# Leave 'KEY_' value, adding the intended keyboard character to replace the letter. Values 0-9 and A-Z are
accepted
S:"Open Fuel GUI"=KEY_F
# Leave 'KEY_' value, adding the intended keyboard character to replace the letter. Values 0-9 and A-Z are
accepted
S:"Toggle Advanced Goggles"=KEY_K
# The normal factor is 1. Increase this to 2 - 5 if other mods with a lot of oil (e.g. BuildCraft) are
installed to increase GC rocket fuel requirement.
I:"Rocket fuel factor"=1
# Increase to make the mouse drag scroll more sensitive, decrease to lower sensitivity.
D:"Map Scroll Mouse Sensitivity"=1.0
# Set to true to invert the mouse scroll feature on the galaxy map.
B:"Map Scroll Mouse Invert"=false
# Set to a value between 0.0 and 1.0 to decrease meteor spawn chance (all dimensions).
D:"Meteor Spawn Modifier"=1.0
# Set to false to stop meteors from breaking blocks on contact.
B:"Meteor Block Damage Enabled"=true
}
schematic {
# Schematic ID for "Add Schematic" Page, must be unique
I:idSchematicAddSchematic=2147483647
# Schematic ID for Moon Buggy, must be unique.
I:idSchematicMoonBuggy=1
# Schematic ID for Tier 1 Rocket, must be unique.
I:idSchematicRocketT1=0
}
I am really disliking the looks of 1.9. The combat looks insanely silly and too many broken features in the game that just kind of take away the feeling of Minecraft and it's simplicity. It's a sandbox game that happens to have PVP and they are turning it into an RPG style-combat sandbox that is still working with cubes for building.
Will there be continued support for a 1.8 version if that happens to roll around, and if not would it be possible to port all of the M3 features up to M4 as an option that is defaulted off in the settings before the 1.9 update? I will likely never play 1.9 unless the combat ideas are scrapped, so this is a big concern for me.
There is no plans for 1.8 version at the moment, I was anticipating to upgrade to 1.8.3+, but I don't see a forge version out yet, so :S.
M4 is a new design from M3, so adding M3 features in M4 that conflict with the new design is most likely won't happen, will see what can be added, no promises.
This question's probably been asked already, but here goes:
I'm using other ore-adding mods like Buildcraft and the like, and I don't want 3 kinds of Copper and 4 kinds of Steel, etc. Is there a way to merge the ore-adding mods I have so I only have one of each ore and its respective toolset working cross-mod?
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Current avatar: Ichiyon, Upotte!
GENERATION 19: The first time you see this line, copy it into your signature and add 1 to the generation.
This question's probably been asked already, but here goes:
I'm using other ore-adding mods like Buildcraft and the like, and I don't want 3 kinds of Copper and 4 kinds of Steel, etc. Is there a way to merge the ore-adding mods I have so I only have one of each ore and its respective toolset working cross-mod?
Stop the other mods from spawning copper. Leave one mod spawning copper. And if needed up the amount of ore gen. the ore dictionary will let you use one mods ingots in another's recipe.
Stop the other mods from spawning copper. Leave one mod spawning copper. And if needed up the amount of ore gen. the ore dictionary will let you use one mods ingots in another's recipe.
So up ore gen, use the ore dictionary mod, and stop other mods from spawning certain ores? I can do the first, but how about the others? I'm no Forge genius, if you can't tell
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Current avatar: Ichiyon, Upotte!
GENERATION 19: The first time you see this line, copy it into your signature and add 1 to the generation.
There's no need to use any or dictionary mod. You can use Metallurgy ingots in recipes from other mods already and vice versa. Depends on the mod. some have a way to disable their ore gen entirely some you have to go and change the values. I usually change the number of veins per chunk to 0 to disable if there isn't a Boolean (True\False) to disable that ore.
There's no need to use any or dictionary mod. You can use Metallurgy ingots in recipes from other mods already and vice versa. Depends on the mod. some have a way to disable their ore gen entirely some you have to go and change the values. I usually change the number of veins per chunk to 0 to disable if there isn't a Boolean (True\False) to disable that ore.
alright, i'll give it a go. btw, any chance you can help me out here?
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Current avatar: Ichiyon, Upotte!
GENERATION 19: The first time you see this line, copy it into your signature and add 1 to the generation.
This question's probably been asked already, but here goes:
I'm using other ore-adding mods like Buildcraft and the like, and I don't want 3 kinds of Copper and 4 kinds of Steel, etc. Is there a way to merge the ore-adding mods I have so I only have one of each ore and its respective toolset working cross-mod?
It can be a pain at first, but once you have the crusher (or another mod's item that makes dusts, like IC2's Macerator, EnderIO's SAG mill, etc.) all those different ores will break down into one type of powder/dust if they're run through that same machine. I tend to go until I can build the most efficient possible crusher (right now it's the SAG mill for me) and just use that. All my different kinds of copper, tin, etc. become one kind of powder that I can mix (to make bronze, etc) or smelt.
I DO tend to end up with full chests of copper and tin pretty quickly, though...if that's an issue for you, as well, then definitely take some of the steps others have mentioned in order to reduce the amount of ore gen in your world.
It can be a pain at first, but once you have the crusher (or another mod's item that makes dusts, like IC2's Macerator, EnderIO's SAG mill, etc.) all those different ores will break down into one type of powder/dust if they're run through that same machine. I tend to go until I can build the most efficient possible crusher (right now it's the SAG mill for me) and just use that. All my different kinds of copper, tin, etc. become one kind of powder that I can mix (to make bronze, etc) or smelt.
I DO tend to end up with full chests of copper and tin pretty quickly, though...if that's an issue for you, as well, then definitely take some of the steps others have mentioned in order to reduce the amount of ore gen in your world.
Thanks, that helps quite a ton. I must know, though: is there a way to change certain ones back to the default color? for instance, galacticraft ores are all named with a blue color. I want them all defaulty-white colored. if theres no way to deal with that, then whatever, but is there? (without moddifying deobfuscated mod code, that is)
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Current avatar: Ichiyon, Upotte!
GENERATION 19: The first time you see this line, copy it into your signature and add 1 to the generation.
Try taking out Iguana's Tinker Tweaks and loading up that flat world again. I know it modifies the mining values for tools made with TiC (and disables tools made without TiC methods). Perhaps Tinker Tweaks is causing your tools to not mine properly. I know I was able to mine both Adamantine and Atlarus with a Celenegil pick (this was before we added TiC).
Do you mean Iguana Tweaks? TIC, and Iguana Tweaks are the main 2 mods for my solitary craft. If I got rid of Iguana Tweaks, it's pointless for me to play it. I want the build up and struggle to get the high tier tools. If that's not in it, it makes TIC too easy for me.
Sadly, maybe the only solution is the play without Metallurgy. Out of the three mods, that's the one I can do without the most. But I really like the other metal options, with the added weapons and armor, which was why I added that in. And since it was part of a modpack, I figure there shouldn't be any issues.
The odd part is, in 1.6.4 when I played Blood n Bones, all three were in that pack and had absolutely no problems at all together. Maybe metallurgy's 1.7.10 upgrade simply still has some quirks that need to be worked out?
I'm not saying for you to take out Iguana Tweaks forever :P. I was just saying you could try loading a creative world with just TiC and Metallurgy (No Iguana Tweaks) give yourself a selection of high-tier tools (Adamantine, Atlarus, Tartarite, Manyullen, vanilla and TiC) place down a block or two of Atlarus ore, and see which of the tools work. If they all work, then the issue is the progression system in Iguana Tweaks, and if you want to continue using TiC, IT, and Metallurgy together (and have an absurdly powerful Tartarite pick :P) you'll have to see if the developer(s) of Iguana Tweaks can fix it on their end.
I'm using TiC and Metallurgy for 1.7.10 (both updated to the newest versions) without Iguana Tweaks. I have a Tartarite pick that mines anything, and though I haven't tested it, I'm pretty sure my old Celenegil pick would still work just as well. If the issue is, as I suspect, with Iguana Tweaks's progression system, then there's nothing the devs of Metallurgy or TiC can do to fix it.
As far as I know, there isn't a 100% up to date guide to the mod anywhere. The closest is a document for M3 that seems to be accurate.
Okay, i get that the Alloyer outputs more materials, but why cant we mix ingots instead of dust, i already have the required ingots, i dont want to go through the hassle of grinding them back down into dusts just to get the ingot i need
It doesn't make sense for ingots to mix, imagine trying to bash two metal bars together versus mixing two piles of dust together
When using Metallurgy, I never smelt any dust (well, at least none of the ones that can be used in alloys) until I intend to use the ingots. That way I have the option to smelt or combine them at any time. That kinda' ended up screwing me over a bit a while back thanks to some ore dictionary stuff (all the dusts registered as being made by a different mod. When I removed the other mod, all of my dusts were gone) but that was my fault.
if you run any ores through the metalurgy grinder, it should make it into the metalurgy version, or you can use any ore dictionary mod
Can~t craft it. Have other(Forestry, Galacticraft) mods with copper, but i disabled it in other mods.
I disabled some mods and now i know that's Galacticraft broblem. What's wrong with my config?
We've had shield art done for a long, long time, if the code is easy enough I see zero reason we won't have shields on 1.9.
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help! for some reason, when i try to pick up molten metals from metallurgy (extraTiC is installed) with buckets, the bicket just disappear...
I think this should have fishing rods for aquaculture, and it should also change the textures for vanilla blocks and armor to fit with this mod.
Works fine over here, you need to check if it happens with just with Metallurgy, Metallurgy core,Tinkers, Mantle, and ExtraTiC in a new instance.
The base set textures are like vanilla, so they would fit together, We might consider the rest of the ideas
There is no plans for 1.8 version at the moment, I was anticipating to upgrade to 1.8.3+, but I don't see a forge version out yet, so :S.
M4 is a new design from M3, so adding M3 features in M4 that conflict with the new design is most likely won't happen, will see what can be added, no promises.
Twitter:@JeanGlassmaker
try to do the same with stacked buckets. (like 2 or more buckets in you hand)
when i do the same as you did it works fine, but with stacked buckets it bugs.
This question's probably been asked already, but here goes:
I'm using other ore-adding mods like Buildcraft and the like, and I don't want 3 kinds of Copper and 4 kinds of Steel, etc. Is there a way to merge the ore-adding mods I have so I only have one of each ore and its respective toolset working cross-mod?
Stop the other mods from spawning copper. Leave one mod spawning copper. And if needed up the amount of ore gen. the ore dictionary will let you use one mods ingots in another's recipe.
I have no idea how I ever played Vanilla.
So up ore gen, use the ore dictionary mod, and stop other mods from spawning certain ores? I can do the first, but how about the others? I'm no Forge genius, if you can't tell
There's no need to use any or dictionary mod. You can use Metallurgy ingots in recipes from other mods already and vice versa. Depends on the mod. some have a way to disable their ore gen entirely some you have to go and change the values. I usually change the number of veins per chunk to 0 to disable if there isn't a Boolean (True\False) to disable that ore.
I have no idea how I ever played Vanilla.
alright, i'll give it a go. btw, any chance you can help me out here?
It can be a pain at first, but once you have the crusher (or another mod's item that makes dusts, like IC2's Macerator, EnderIO's SAG mill, etc.) all those different ores will break down into one type of powder/dust if they're run through that same machine. I tend to go until I can build the most efficient possible crusher (right now it's the SAG mill for me) and just use that. All my different kinds of copper, tin, etc. become one kind of powder that I can mix (to make bronze, etc) or smelt.
I DO tend to end up with full chests of copper and tin pretty quickly, though...if that's an issue for you, as well, then definitely take some of the steps others have mentioned in order to reduce the amount of ore gen in your world.
Thanks, that helps quite a ton. I must know, though: is there a way to change certain ones back to the default color? for instance, galacticraft ores are all named with a blue color. I want them all defaulty-white colored. if theres no way to deal with that, then whatever, but is there? (without moddifying deobfuscated mod code, that is)