The dust maybe if it have a use, ore nah, Neptunium is made to be acquired not mined
I'm okay without the ore. The dust is really what I wanted.
The reason is because I'm starting up an "alternative-themed" server with Metallurgy as part of its modpack. However, all of the metals (and probably everything else in the game) has been "tweaked" (more like overhauled) into an alternative system.
I'll give an example. There are four elemental metals: Aerium (Air), Thermite (Fire), Terrean (Earth), and Aquium (Water). The original names were Midasium, Ignatius, Prometheum, and you could probably guess the last one to be Neptunium. To no surprise, the crafting system I'm implementing on my server is also completely overhauled/changed; there is an "alchemy" section which requires "elemental dusts". As you could see, there's a small problem I've run into: there's a "dust" version of three elements but not water. I could require the recipe to take "neptunium" ingots instead... but I find the inconsistency to bug me greatly.
I think what he means is instead of breaking quickly and yield not or ore it would take a minute and yield no ore. Its been a while since I tried to use iron on obsidian but last time i tried it took over a minute to mine and destroyed the block with out yielding anything. If that is what Contramundigo-next meant the I would second that request.
That is precisely what I meant. For the sake of not accidentally wasting an atlarus block while haphazardly swinging a diamond pickaxe with haste, for example.
Cheers to the Metallurgy team for keeping this so up to date. Hope to see metal chests and enhanced TNT back soon!
For what its worth, Ceruclase was supposed to be water-based even though its found in the Nether =P
I already happened to have Aquaculture (because anything by Team Metallurgy is awesome even if it's incomplete), so Neptunium is by default more water-y than Ceruclase.
And as a side note, I also happen to have sub-elements; Ceruclase is "Glacium" (think "Glacier" or "ice" which is a sub-element of water). Why something ice-elemental (or water-elemental) would be in the nether, I could probably just make up an explanation behind it.
I'm currently being thrown a NoClassDefFoundError on the latest Metallurgy build that's publicly available, specifically referencing the Crusher's TileEntityCrusher. Log is as follows, assuming I can spoiler right since it's been a while since I've been on here. (Nevermind, that was a bad idea, pretty much froze the BBCode Script trying to put it in. I'll Gist it instead. >_> )
With all due respect, I do not believe the conflict is resultant from interactions with the Seasons Mod.
Weatherpony, the mod maker of the Seasons Mod utilizes his or her own creation, the "WeatherPony Mod Loader". What you are seeing is their beta port to 1.7.10, which is using part of that, titled "Partial Mod Loader", who's associated file extention is .pmlm . Now, with that clarification out of the way, are you seeing anything actually causing Forge/Minecraft to not read or find the TileEntityCrusher asset?
Rollback Post to RevisionRollBack
I don't always speak my mind. But when I do, it's usually nonsense.
Caused by: java.lang.RuntimeException: java.lang.ClassNotFoundException: com.teammetallurgy.metallurgy.machines.TileEntityMetallurgySidedDrawers
at com.google.common.base.Throwables.propagate(Throwables.java:160) ~[guava-16.0.jar:?] at weatherpony.partial.asmedit.ExtentionListenerTransformer.transform(ExtentionListenerTransformer.java:51) ~[PartialModificationLoader-4.18(RC1).jar:?]
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279) ~[launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176) ~[launchwrapper-1.11.jar:?]
at java.lang.ClassLoader.loadClass(ClassLoader.java:424) ~[?:1.8.0_25]
at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ~[?:1.8.0_25]
... 38 more
Caused by: java.lang.ClassNotFoundException: com.teammetallurgy.metallurgy.machines.TileEntityMetallurgySidedDrawers
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101) ~[launchwrapper-1.11.jar:?]at java.lang.ClassLoader.loadClass(ClassLoader.java:424) ~[?:1.8.0_25]at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ~[?:1.8.0_25]at java.lang.Class.forName0(Native Method) ~[?:1.8.0_25]at java.lang.Class.forName(Class.java:344) ~[?:1.8.0_25]at weatherpony.partial.asmedit.ExtentionListenerTransformer.transform(ExtentionListenerTransformer.java:44) ~[PartialModificationLoader-4.18(RC1).jar:?]
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279) ~[launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176) ~[launchwrapper-1.11.jar:?]
at java.lang.ClassLoader.loadClass(ClassLoader.java:424) ~[?:1.8.0_25]
at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ~[?:1.8.0_25]
... 38 more
Very well, I suppose a more thorough look does pay off, since it has been a while since I dealt with error logs. I'll mention the issue to Weatherpony instead.
Rollback Post to RevisionRollBack
I don't always speak my mind. But when I do, it's usually nonsense.
I'm currently being thrown a NoClassDefFoundError on the latest Metallurgy build that's publicly available, specifically referencing the Crusher's TileEntityCrusher. Log is as follows, assuming I can spoiler right since it's been a while since I've been on here. (Nevermind, that was a bad idea, pretty much froze the BBCode Script trying to put it in. I'll Gist it instead. >_> )
Looks like PML doesn't do @Optional striping like forge does.
to make it reach to the start page you will need to add the following mods:
- Baubles
- Botania
- COFHcore
- Thaumcraft
over that, starting a new world you crash with: java.lang.RuntimeException: weatherpony.partial.api.IObfuscationHelper$ObfuscationException$ExclusiveObfuscationException
Looks like PML doesn't do @Optional striping like forge does.
to make it reach to the start page you will need to add the following mods:
- Baubles
- Botania
- COFHcore
- Thaumcraft
over that, starting a new world you crash with: java.lang.RuntimeException: weatherpony.partial.api.IObfuscationHelper$ObfuscationException$ExclusiveObfuscationException
>_> It's been a while since I mucked around with Java's language and modding Minecraft......you're saying that PML effectively has those four unrelated mods as Prerequisites? Or did I misunderstand?
Rollback Post to RevisionRollBack
I don't always speak my mind. But when I do, it's usually nonsense.
>_> It's been a while since I mucked around with Java's language and modding Minecraft......you're saying that PML effectively has those four unrelated mods as Prerequisites? Or did I misunderstand?
Nah it's not PML require those dependences, it's Metallurgy that have a soft dep with botania, then botania have hard dep with Baubles, plus soft dep with COFHcore and Thaumcraft, so it's like a chain.
(Just to clarify soft dep is mod support with APIs, but that mod isn't required to be in, Hard dep is mod tied with another mod so it's require to be there or it won't run. example Botania and Baubles.)
With forge's @Optional (not to be confused with Java 8's @Optional), you can make neat code that doesn't require to create additional classes to support those APIs.
What forge does is create an API list, then remove those functions/imports marked with @Optional.Method/@Optional.interface if the APIs are not available. so you can have have Metallurgy running without Botaina.
Will at any point these dependencies for Metallurgy 4 be made unnecessary? Or is that something I'd have to ask Weatherpony to look into if the key conflict is with Seasons Mod? I really have no interest in those four mods, and I don't know if there's a way to add them and have them disabled at the same time. Sorry if I'm a bit incompetent with Minecraft modding after quitting for so long.
Rollback Post to RevisionRollBack
I don't always speak my mind. But when I do, it's usually nonsense.
A strange request, but I was wondering if the textures for many of the axes could be somewhat redone (I could redo them myself, but I would only be willing to do that if I knew my textures would be implemented). Why? Well, besides my severe OCD (it's not OCD but I use it for lack of a better word), some of the axes are double-branded (they have two heads).
The technical reason (which nobody cares about) is that the axe in Minecraft is more of a hatchet than an axe (used to cut down trees rather than enemies), and so looks more appropriate with only one axehead. The main reason is because I can foresee Balkon's WeaponMod supporting this, and... well it would be weird if battleaxes were implemented seeing as those weapons are the ones that do (and should) have two heads. Basically, for axes that already have two heads, cut one side off and replace it with some kind of poll/butt (the backside of an axe).
On another note, the Hepatizon axe looks far too large considering its "tier" relative to other metals and relative to the size of other Hepatizon tools (which are close to vanilla size). Yeah, these are really small details, but I can't quite help my OCD. Again, I'd be happy to redo these myself and submit them, but I thought it would be a better idea to post here first before doing so.
Will at any point these dependencies for Metallurgy 4 be made unnecessary? Or is that something I'd have to ask Weatherpony to look into if the key conflict is with Seasons Mod? I really have no interest in those four mods, and I don't know if there's a way to add them and have them disabled at the same time. Sorry if I'm a bit incompetent with Minecraft modding after quitting for so long.
The dependency with Botaina is soft dependency (optional mod, unnecessary mod, mod not required to be there), it's just soft dependency for mod compatibility
The key is PML needs fixing to know these are optional and don't try to load them.
I'm okay without the ore. The dust is really what I wanted.
The reason is because I'm starting up an "alternative-themed" server with Metallurgy as part of its modpack. However, all of the metals (and probably everything else in the game) has been "tweaked" (more like overhauled) into an alternative system.
I'll give an example. There are four elemental metals: Aerium (Air), Thermite (Fire), Terrean (Earth), and Aquium (Water). The original names were Midasium, Ignatius, Prometheum, and you could probably guess the last one to be Neptunium. To no surprise, the crafting system I'm implementing on my server is also completely overhauled/changed; there is an "alchemy" section which requires "elemental dusts". As you could see, there's a small problem I've run into: there's a "dust" version of three elements but not water. I could require the recipe to take "neptunium" ingots instead... but I find the inconsistency to bug me greatly.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
That is precisely what I meant. For the sake of not accidentally wasting an atlarus block while haphazardly swinging a diamond pickaxe with haste, for example.
Cheers to the Metallurgy team for keeping this so up to date. Hope to see metal chests and enhanced TNT back soon!
I already happened to have Aquaculture (because anything by Team Metallurgy is awesome even if it's incomplete), so Neptunium is by default more water-y than Ceruclase.
And as a side note, I also happen to have sub-elements; Ceruclase is "Glacium" (think "Glacier" or "ice" which is a sub-element of water). Why something ice-elemental (or water-elemental) would be in the nether, I could probably just make up an explanation behind it.
Yes, the update is in progress.
Twitter:@JeanGlassmaker
Sweet! Thanks for the quick reply.
There are ghast tears. Maybe it's formed like amber, but out of ghast tears.
https://gist.github.com/anonymous/23aa5305280a6fb8dd46
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Weatherpony, the mod maker of the Seasons Mod utilizes his or her own creation, the "WeatherPony Mod Loader". What you are seeing is their beta port to 1.7.10, which is using part of that, titled "Partial Mod Loader", who's associated file extention is .pmlm . Now, with that clarification out of the way, are you seeing anything actually causing Forge/Minecraft to not read or find the TileEntityCrusher asset?
at com.google.common.base.Throwables.propagate(Throwables.java:160) ~[guava-16.0.jar:?]
at weatherpony.partial.asmedit.ExtentionListenerTransformer.transform(ExtentionListenerTransformer.java:51) ~[PartialModificationLoader-4.18(RC1).jar:?]
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279) ~[launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176) ~[launchwrapper-1.11.jar:?]
at java.lang.ClassLoader.loadClass(ClassLoader.java:424) ~[?:1.8.0_25]
at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ~[?:1.8.0_25]
... 38 more
Caused by: java.lang.ClassNotFoundException: com.teammetallurgy.metallurgy.machines.TileEntityMetallurgySidedDrawers
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101) ~[launchwrapper-1.11.jar:?]at java.lang.ClassLoader.loadClass(ClassLoader.java:424) ~[?:1.8.0_25]at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ~[?:1.8.0_25]at java.lang.Class.forName0(Native Method) ~[?:1.8.0_25]at java.lang.Class.forName(Class.java:344) ~[?:1.8.0_25]at weatherpony.partial.asmedit.ExtentionListenerTransformer.transform(ExtentionListenerTransformer.java:44) ~[PartialModificationLoader-4.18(RC1).jar:?]
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279) ~[launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176) ~[launchwrapper-1.11.jar:?]
at java.lang.ClassLoader.loadClass(ClassLoader.java:424) ~[?:1.8.0_25]
at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ~[?:1.8.0_25]
... 38 more
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Looks like PML doesn't do @Optional striping like forge does.
to make it reach to the start page you will need to add the following mods:
- Baubles
- Botania
- COFHcore
- Thaumcraft
over that, starting a new world you crash with: java.lang.RuntimeException: weatherpony.partial.api.IObfuscationHelper$ObfuscationException$ExclusiveObfuscationException
Twitter:@JeanGlassmaker
>_> It's been a while since I mucked around with Java's language and modding Minecraft......you're saying that PML effectively has those four unrelated mods as Prerequisites? Or did I misunderstand?
Nah it's not PML require those dependences, it's Metallurgy that have a soft dep with botania, then botania have hard dep with Baubles, plus soft dep with COFHcore and Thaumcraft, so it's like a chain.
(Just to clarify soft dep is mod support with APIs, but that mod isn't required to be in, Hard dep is mod tied with another mod so it's require to be there or it won't run. example Botania and Baubles.)
With forge's @Optional (not to be confused with Java 8's @Optional), you can make neat code that doesn't require to create additional classes to support those APIs.
What forge does is create an API list, then remove those functions/imports marked with @Optional.Method/@Optional.interface if the APIs are not available. so you can have have Metallurgy running without Botaina.
Twitter:@JeanGlassmaker
The technical reason (which nobody cares about) is that the axe in Minecraft is more of a hatchet than an axe (used to cut down trees rather than enemies), and so looks more appropriate with only one axehead. The main reason is because I can foresee Balkon's WeaponMod supporting this, and... well it would be weird if battleaxes were implemented seeing as those weapons are the ones that do (and should) have two heads. Basically, for axes that already have two heads, cut one side off and replace it with some kind of poll/butt (the backside of an axe).
On another note, the Hepatizon axe looks far too large considering its "tier" relative to other metals and relative to the size of other Hepatizon tools (which are close to vanilla size). Yeah, these are really small details, but I can't quite help my OCD. Again, I'd be happy to redo these myself and submit them, but I thought it would be a better idea to post here first before doing so.
The dependency with Botaina is soft dependency (optional mod, unnecessary mod, mod not required to be there), it's just soft dependency for mod compatibility
The key is PML needs fixing to know these are optional and don't try to load them.
Twitter:@JeanGlassmaker