Checking out the latest release and all seems good so far. The fertilizer will come in handy as well as the tar for leads and charcoal blocks for big furnace jobs. Thanks Glassmaker!
Mem
ps: on the HE, might want to print- Light fuse, run far away.
Glad you've added Fertilizer back to the mix, but I really wish you only had to use three of the four ingredients instead of all four. It was one of the recipes I liked most, for a number of reasons:
You weren't screwed if you couldn't find the fourth material.
You weren't limited to the amount of material from the least abundant one you found so far.
You didn't have tons of extra stuff lying around waiting on that one specific mineral.
You could easily arrange the recipes to get rid of your most abundant mineral and keep the extra stock down to a reasonable and balanced amount.
I've never seen a recipe do that before, and it made so much sense in the case of fertilizer (gardeners know how many distinct kinds there are for all sorts of plants, yet it's perfect as just one item in the game). I really wish you'd go back to that original recipe scheme.
P.S. I've got mixed feelings about the new crusher recipe. There doesn't seem to be rhyme or reason in the materials required, except to place it in the tech tree at a level higher than stone (good). And I almost feel like a piston should be involved, though I'm not sure how much that'd push the recipe up the tech tree, maybe too high (is redstone too high for this? Should a machine core work without redstone? Should they normally require redstone, but have alternate crafting recipes for worlds in which redstone is intentionally restricted? Hmm).
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I'm going to be a nub because I can't find the recipes in craftguide and just ask what they are for the different explosives. LE HE M, and.. Death Explosive? Hurrrr! I don't know why I can't find them.
Rollback Post to RevisionRollBack
Freedom is more important than health, more important than safety or security. A life's worth is not measured by its length but by the length it is lived with liberty. Freedom above all.
I'm going to be a nub because I can't find the recipes in craftguide and just ask what they are for the different explosives. LE HE M, and.. Death Explosive? Hurrrr! I don't know why I can't find them.
I have a beef with the weird explosives because I have never run across info on what exactly they are. And I don't randomly use explosives just to see how much they blow up (unlike my nephew). Would be nice to see some decent documentation....
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
How do you do?
First, I am poor at English.
I'm sorry.
By Metallurgy-1.7.10-4.0.5.75, since the bug was discovered, it reports.
It seems that there is a mistake in the recipe of Damascus steel with the recipe of rail manufacture.
The src/main/java/com/teammetallurgy/metallurgy/metals/MetalMaterials.java of the 41st line.
I'm going to be a nub because I can't find the recipes in craftguide and just ask what they are for the different explosives. LE HE M, and.. Death Explosive? Hurrrr! I don't know why I can't find them.
Quote from Kilyle»
I have a beef with the weird explosives because I have never run across info on what exactly they are. And I don't randomly use explosives just to see how much they blow up (unlike my nephew). Would be nice to see some decent documentation....
Well, LE and HE are carry-overs from the last version. The LE type stands for Low Explosive, and produces a smaller explosion that, in my experience, tends to leave ores untouched. Meanwhile, HE stands for High Explosive, and isn't kidding. We used to use it for server stress testing.
I'd imagine that M is "Mining", and possibly breaks ores but always leaves drops. Death Explosives, one would assume, are even stronger than HE TNT.
java.lang.NullPointerException: Rendering screen
at cpw.mods.fml.client.FMLClientHandler.getGuiFactoryFor(FMLClientHandler.java:685)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:247)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:945)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:835)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.client.FMLClientHandler.getGuiFactoryFor(FMLClientHandler.java:685)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:247)
-- Screen render details --
Details:
Screen name: cpw.mods.fml.client.GuiModList
Mouse location: Scaled: (27, 115). Absolute: (55, 249)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:945)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:835)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 56306856 bytes (53 MB) / 157167616 bytes (149 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 6 mods loaded, 6 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded
FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded
Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded
Metallurgy{4.0.5} [Metallurgy 4] (Metallurgy-1.7.10-4.0.5.75.jar) Unloaded
MSM3{3.0.0a} [More Swords 3] (MSM-SNAP-3.0.0a-For-MC-1.7.2.jar) Unloaded
TooManyItems{1.7.2} [TooManyItems] (TooManyItems2014_01_13_1.7.2_Forge.jar) Unloaded
Launched Version: 1.7.2-Forge10.12.2.1147
LWJGL: 2.9.0
OpenGL: GeForce 9500 GT/PCI/SSE2 GL version 3.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [ULTRA PACK v1.4.07.4]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Glad you've added Fertilizer back to the mix, but I really wish you only had to use three of the four ingredients instead of all four. It was one of the recipes I liked most, for a number of reasons:
You weren't screwed if you couldn't find the fourth material.
You weren't limited to the amount of material from the least abundant one you found so far.
You didn't have tons of extra stuff lying around waiting on that one specific mineral.
You could easily arrange the recipes to get rid of your most abundant mineral and keep the extra stock down to a reasonable and balanced amount.
I've never seen a recipe do that before, and it made so much sense in the case of fertilizer (gardeners know how many distinct kinds there are for all sorts of plants, yet it's perfect as just one item in the game). I really wish you'd go back to that original recipe scheme.
P.S. I've got mixed feelings about the new crusher recipe. There doesn't seem to be rhyme or reason in the materials required, except to place it in the tech tree at a level higher than stone (good). And I almost feel like a piston should be involved, though I'm not sure how much that'd push the recipe up the tech tree, maybe too high (is redstone too high for this? Should a machine core work without redstone? Should they normally require redstone, but have alternate crafting recipes for worlds in which redstone is intentionally restricted? Hmm).
Interestingly enough this is something along the lines of my thoughts as well. Though I do sincerely appreciate the update and wish to make it very clear it's still at least in my opinion better than the previous version. Also the experience from the ores is delightful!
Hi! Sorry if my question sounds Stupid, but... ¿how is the stone crusher crafted on this version? I tried the recipe shown in Metallurgy 3 and it doesn't works!
Hi! Sorry if my question sounds Stupid, but... ¿how is the stone crusher crafted on this version? I tried the recipe shown in Metallurgy 3 and it doesn't works!
Thanks for reading, I hope to get an answer soon!
The old crushers are gone.
It's time to move on to the future! And the future is a Thermal Expansion rip-off.
@Tilk_the_wolf
Not a stupid question.
You have a few options for finding the recipes:
1. CraftGuide by Uristqwerty (mod)
2. Inventory editing mods that shows recipies
3. Read through the whole thread
or
4. Google 'M4 Machine Recipes' for a youtube video by that name.
Glad you've added Fertilizer back to the mix, but I really wish you only had to use three of the four ingredients instead of all four. It was one of the recipes I liked most, for a number of reasons:
You weren't screwed if you couldn't find the fourth material.
You weren't limited to the amount of material from the least abundant one you found so far.
You didn't have tons of extra stuff lying around waiting on that one specific mineral.
You could easily arrange the recipes to get rid of your most abundant mineral and keep the extra stock down to a reasonable and balanced amount.
I've never seen a recipe do that before, and it made so much sense in the case of fertilizer (gardeners know how many distinct kinds there are for all sorts of plants, yet it's perfect as just one item in the game). I really wish you'd go back to that original recipe scheme.
P.S. I've got mixed feelings about the new crusher recipe. There doesn't seem to be rhyme or reason in the materials required, except to place it in the tech tree at a level higher than stone (good). And I almost feel like a piston should be involved, though I'm not sure how much that'd push the recipe up the tech tree, maybe too high (is redstone too high for this? Should a machine core work without redstone? Should they normally require redstone, but have alternate crafting recipes for worlds in which redstone is intentionally restricted? Hmm).
Re-added the old any 3 utility dusts = fertilizer, but a bit reduced it would give you 6, while the new one will still give you 8, and will be available in next release.
I'm going to be a nub because I can't find the recipes in craftguide and just ask what they are for the different explosives. LE HE M, and.. Death Explosive? Hurrrr! I don't know why I can't find them.
The explosives are currently WIP, so I left them without recipes until they are completed.
if you played with Metallurgy 3 before, HE is the same HE, LE in M3 is going to be Miners in M4
How do you do?
First, I am poor at English.
I'm sorry.
By Metallurgy-1.7.10-4.0.5.75, since the bug was discovered, it reports.
It seems that there is a mistake in the recipe of Damascus steel with the recipe of rail manufacture.
The src/main/java/com/teammetallurgy/metallurgy/metals/MetalMaterials.java of the 41st line.
java.lang.NullPointerException: Rendering screen
at cpw.mods.fml.client.FMLClientHandler.getGuiFactoryFor(FMLClientHandler.java:685)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:247)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:945)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:835)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.client.FMLClientHandler.getGuiFactoryFor(FMLClientHandler.java:685)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:247)
-- Screen render details --
Details:
Screen name: cpw.mods.fml.client.GuiModList
Mouse location: Scaled: (27, 115). Absolute: (55, 249)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:945)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:835)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 56306856 bytes (53 MB) / 157167616 bytes (149 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 6 mods loaded, 6 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded
FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded
Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded
Metallurgy{4.0.5} [Metallurgy 4] (Metallurgy-1.7.10-4.0.5.75.jar) Unloaded
MSM3{3.0.0a} [More Swords 3] (MSM-SNAP-3.0.0a-For-MC-1.7.2.jar) Unloaded
TooManyItems{1.7.2} [TooManyItems] (TooManyItems2014_01_13_1.7.2_Forge.jar) Unloaded
Launched Version: 1.7.2-Forge10.12.2.1147
LWJGL: 2.9.0
OpenGL: GeForce 9500 GT/PCI/SSE2 GL version 3.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [ULTRA PACK v1.4.07.4]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Metallurgy requires 1.7.10, so kindly update your forge
I have a question.. Does the 1.7.10 version work with Forge version 10.13.0.1208?
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
Hello there, ladies and/or gents! I updated the painterly pack support for this mod. It was mostly moving around and renaming existing files made by others simply for convenience's sake so that they'll work with the new version, but I also modified the "iron plate" styled textures in the same way I modified the texture for the iron plate armor for personal use (included in the download as an extra), made painterly versions of the new TNT using the black powder bomb as a base, and jury rigged my own proper precious metal plate armors instead of using leather armor textures like whoever came before me did.
Credits go to Archdeco, myself, anyone else who might have contributed to painterly pack support for this mod...and Rhodox and friends for the painterly pack, of course.
Install the iron_layer_1 to the assets\minecraft\textures\models\armor folder of your resource pack (if you want to), install the assets folder into your Metallurgy jar, and enjoy. Everything should work, but if anything doesn't work (missing ore/armor because I'm a dolt and didn't rename a file/renamed a file improperly, for example) reply with the problem and I'll try to fix it.
Oh yeah, by the way, the original Painterly pack support for this mod had it in light stone and meaty Netherrack, if I remember correctly...it's in dark stone and crimson stone Netherrack now. If I receive significant demand for it, I might make another pack with the original Netherrack and light stone ores. I request you just do it yourself if you want it, though. I'm not the only person with the superpowers of "cross-referencing file names" and "right click, rename", you know.
Rollback Post to RevisionRollBack
Black as the shadow that yet remains and Red for the blood that runs in our veins.
What happened to the ability to completely disable metals, so they wouldn't show up in the creative inventory, wouldn't generate, etc.? I could've sworn that was in a previous version.
Yes, it's also the version we are building on these days
Okay, thanks.
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
Hello there, ladies and/or gents! I updated the painterly pack support for this mod. It was mostly moving around and renaming existing files made by others simply for convenience's sake so that they'll work with the new version, but I also modified the "iron plate" styled textures in the same way I modified the texture for the iron plate armor for personal use (included in the download as an extra), made painterly versions of the new TNT using the black powder bomb as a base, and jury rigged my own proper precious metal plate armors instead of using leather armor textures like whoever came before me did.
Credits go to Archdeco, myself, anyone else who might have contributed to painterly pack support for this mod...and Rhodox and friends for the painterly pack, of course.
Install the iron_layer_1 to the assets\minecraft\textures\models\armor folder of your resource pack (if you want to), install the assets folder into your Metallurgy jar, and enjoy. Everything should work, but if anything doesn't work (missing ore/armor because I'm a dolt and didn't rename a file/renamed a file improperly, for example) reply with the problem and I'll try to fix it.
Oh yeah, by the way, the original Painterly pack support for this mod had it in light stone and meaty Netherrack, if I remember correctly...it's in dark stone and crimson stone Netherrack now. If I receive significant demand for it, I might make another pack with the original Netherrack and light stone ores. I request you just do it yourself if you want it, though. I'm not the only person with the superpowers of "cross-referencing file names" and "right click, rename", you know.
Your textures look awesome,
Do you have a forum post or website so I would link it in the OP?
What happened to the ability to completely disable metals, so they wouldn't show up in the creative inventory, wouldn't generate, etc.? I could've sworn that was in a previous version.
You can disable metal sets in the latest version, this way they be listed in the game.
you can disable generating of ores, you can find it under generators
Mem
ps: on the HE, might want to print- Light fuse, run far away.
P.S. I've got mixed feelings about the new crusher recipe. There doesn't seem to be rhyme or reason in the materials required, except to place it in the tech tree at a level higher than stone (good). And I almost feel like a piston should be involved, though I'm not sure how much that'd push the recipe up the tech tree, maybe too high (is redstone too high for this? Should a machine core work without redstone? Should they normally require redstone, but have alternate crafting recipes for worlds in which redstone is intentionally restricted? Hmm).
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I have a beef with the weird explosives because I have never run across info on what exactly they are. And I don't randomly use explosives just to see how much they blow up (unlike my nephew). Would be nice to see some decent documentation....
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
First, I am poor at English.
I'm sorry.
By Metallurgy-1.7.10-4.0.5.75, since the bug was discovered, it reports.
It seems that there is a mistake in the recipe of Damascus steel with the recipe of rail manufacture.
The src/main/java/com/teammetallurgy/metallurgy/metals/MetalMaterials.java of the 41st line.
GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(Blocks.rail, 26), "X X", "XSX", "X X", 'X', "ingotDamascus Steel" , 'S', "stickWood"));
Isn't it right here?
GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(Blocks.rail, 26), "X X", "XSX", "X X", 'X', "ingotDamascusSteel", 'S', "stickWood"));
In the recipe of Alloyer at least, it had become "ingotDamascusSteel" instead of "ingotDamascus Steel".
Moreover, the number of the alloys completed by Alloyer and a powder craft now is the same.
Is this specification?
Thanks.
Well, LE and HE are carry-overs from the last version. The LE type stands for Low Explosive, and produces a smaller explosion that, in my experience, tends to leave ores untouched. Meanwhile, HE stands for High Explosive, and isn't kidding. We used to use it for server stress testing.
I'd imagine that M is "Mining", and possibly breaks ores but always leaves drops. Death Explosives, one would assume, are even stronger than HE TNT.
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 10/6/14 1:06 PM
Description: Rendering screen
java.lang.NullPointerException: Rendering screen
at cpw.mods.fml.client.FMLClientHandler.getGuiFactoryFor(FMLClientHandler.java:685)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:247)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:945)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:835)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.client.FMLClientHandler.getGuiFactoryFor(FMLClientHandler.java:685)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:247)
-- Screen render details --
Details:
Screen name: cpw.mods.fml.client.GuiModList
Mouse location: Scaled: (27, 115). Absolute: (55, 249)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:945)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:835)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 56306856 bytes (53 MB) / 157167616 bytes (149 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 6 mods loaded, 6 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded
FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded
Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded
Metallurgy{4.0.5} [Metallurgy 4] (Metallurgy-1.7.10-4.0.5.75.jar) Unloaded
MSM3{3.0.0a} [More Swords 3] (MSM-SNAP-3.0.0a-For-MC-1.7.2.jar) Unloaded
TooManyItems{1.7.2} [TooManyItems] (TooManyItems2014_01_13_1.7.2_Forge.jar) Unloaded
Launched Version: 1.7.2-Forge10.12.2.1147
LWJGL: 2.9.0
OpenGL: GeForce 9500 GT/PCI/SSE2 GL version 3.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [ULTRA PACK v1.4.07.4]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Double check the requirements for this mod in post #1
Mem
Interestingly enough this is something along the lines of my thoughts as well. Though I do sincerely appreciate the update and wish to make it very clear it's still at least in my opinion better than the previous version. Also the experience from the ores is delightful!
Thanks for reading, I hope to get an answer soon!
The old crushers are gone.
It's time to move on to the future! And the future is a Thermal Expansion rip-off.
Not a stupid question.
You have a few options for finding the recipes:
1. CraftGuide by Uristqwerty (mod)
2. Inventory editing mods that shows recipies
3. Read through the whole thread
or
4. Google 'M4 Machine Recipes' for a youtube video by that name.
Mem
Re-added the old any 3 utility dusts = fertilizer, but a bit reduced it would give you 6, while the new one will still give you 8, and will be available in next release.
I will think about the crusher recipe.
The explosives are currently WIP, so I left them without recipes until they are completed.
if you played with Metallurgy 3 before, HE is the same HE, LE in M3 is going to be Miners in M4
The Damascus steel rails recipe have been fixed
Yeah, it's intentional, as the alloy was generating double before, which made it quadrupling alloys while it wasn't intentional to behave that way.
Metallurgy requires 1.7.10, so kindly update your forge
Twitter:@JeanGlassmaker
Click on this spoiler to see mods and ideas that I support!
Yes, it's also the version we are building on these days
Twitter:@JeanGlassmaker
Credits go to Archdeco, myself, anyone else who might have contributed to painterly pack support for this mod...and Rhodox and friends for the painterly pack, of course.
Install the iron_layer_1 to the assets\minecraft\textures\models\armor folder of your resource pack (if you want to), install the assets folder into your Metallurgy jar, and enjoy. Everything should work, but if anything doesn't work (missing ore/armor because I'm a dolt and didn't rename a file/renamed a file improperly, for example) reply with the problem and I'll try to fix it.
Linkage (virus-free unless I have a virus, don't know it, and it infected the file): http://www.mediafire.com/download/xhcog1l1gxj1j3h/PainterlyMetallurgy4.zip
Oh yeah, by the way, the original Painterly pack support for this mod had it in light stone and meaty Netherrack, if I remember correctly...it's in dark stone and crimson stone Netherrack now. If I receive significant demand for it, I might make another pack with the original Netherrack and light stone ores. I request you just do it yourself if you want it, though. I'm not the only person with the superpowers of "cross-referencing file names" and "right click, rename", you know.
Okay, thanks.
Click on this spoiler to see mods and ideas that I support!
Your textures look awesome,
Do you have a forum post or website so I would link it in the OP?
You can disable metal sets in the latest version, this way they be listed in the game.
you can disable generating of ores, you can find it under generators
you're welcome
Twitter:@JeanGlassmaker
Missing Blocks/items: Metallurgy:metallurgy.drawer
Was it something removed?