Is this mod still compatible with Underground Biomes Constructs? I keep getting the following error in my crash report when I have both installed for 1.7.10
Caused by: java.lang.NoSuchFieldError: ubOreTexturizer
at com.teammetallurgy.metallurgy.integrations.IntegrationUBC.init(IntegrationUBC.java:48)
at com.teammetallurgy.metallurgy.integrations.Integration.preinit(Integration.java:14)
at com.teammetallurgy.metallurgy.Metallurgy.preInit(Metallurgy.java:118)
I have the most updated versions of both installed.
Is this mod still compatible with Underground Biomes Constructs? I keep getting the following error in my crash report when I have both installed for 1.7.10
Caused by: java.lang.NoSuchFieldError: ubOreTexturizer
at com.teammetallurgy.metallurgy.integrations.IntegrationUBC.init(IntegrationUBC.java:48)
at com.teammetallurgy.metallurgy.integrations.Integration.preinit(Integration.java:14)
at com.teammetallurgy.metallurgy.Metallurgy.preInit(Metallurgy.java:118)
I have the most updated versions of both installed.
Just tested with Undergroundbiomes 6h13 and it's working fine.
Try redownloading Undegroundbiomes again and check if it works, if it crashes again kindly supply the full crash log.
No offence, but if you don't have enough time to give a straight answer, you don't have enough time to mod. Hand it off to someone else.
I as far I know I'm the current owner and the only developer of the mod, and I take your post as a suggestion.
As for your suggestion to hand it off, my answer is No.
And like I have told you before, The mod will have new stuff coming in.
Just for your information, the names you get in /give command is ModID:ItemNamedID or ModID:BlockNamedID.
You don't need a cheat sheet to look them up. all you have to do is press tab to auto complete, and display a list for you.
As so those are IDs, when those changed they get removed from your world. if you remember a version of Metallurgy 4 in 1.7.2 removed the machines because of Name ID change. so I'm not going to risk renaming stuff at the moment.
In a final note, you shouldn't use /give with modded items/blocks as some require NBT data, it would lead you to crash or have a non expected behaviour.
I always test the give command on myself before setting it into a command block. So far, no crashes. Sometimes it takes a bit of experimenting to find the exact item I want, such as the right wood for a barrel or something. But it's more fun to be able to hand over non-vanilla items than just vanilla ones, for starting equipment.
The tab autocomplete doesn't work on all mods -- for example, to give silver boots I would have to remember the second "metallurgy" (and that the first one is capitalized while the second isn't), and that that is a feature for armor but not for tools or weapons for some reason. Tabbing "Metallurgy:met" would just give me a giant list of items. Tabbing "Metallurgy:silv" would give me all the silver stuff that isn't what I'm after.
Thanks for the specific info on how the ID's go together, though I had pieced most of that together myself. So it comes down to making better choices for item and block ID's, I guess (someone pointed out that changing the mod ID is difficult and that shorter ones can easily lead to overlaps... though you'd think a 4- or 5-letter code would offer something over 500,000 possibilities (even if we knock out a fair number of unlikely combos), so I'm not sure how likely the problem is, unless your name hits close to the most common combinations (such as "MC" anything).
The major issue really is that the upgrade will delete items (unless some sort of translator program is made for each specific mod, I suppose). Which means that if a change is going to be made, it's good not to wait too long. I hope you'll consider it for the move to 1.8, which is likely to require a lot of other changes (lessening the likelihood of backwards compatibility to begin with) and would be the most logical spot for a naming upgrade as well.
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!
No offence, but if you don't have enough time to give a straight answer, you don't have enough time to mod. Hand it off to someone else.
Anon, I love seeing you around the forums and I consider your views often similar to mine, which seems like a decent place to work toward a friendship. And even I'm gonna say, that's kinda rude. Doesn't get non-rude just because you start with "No offence."
Maybe it's the patience I've learned over having multiple mod teams fail on me (and the one or two that are still going, doing so at glacial pace), but I don't think it's appropriate to just outright tell someone to hand over the mod they've been putting time and effort into. Suggest, maybe -- not demand. He's making something we may benefit from, without getting paid for it, and that gives us absolutely no right to demand he do anything.
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!
I must agree a few posts about the lack of updates for this mod have been kind of rude considering Glassmakers work is all voluntary. I do understand that everyones frustrations though. But people need to start to understand this is NOT the Metallurgy you remember.
M4 is being taken in a different direction. I feel that most people are missing the "upgrade as you go" feel. They want to feel that finding/using the lower level metals will build towards being able to find/use the mid tier metals, which in turn will lead to the highest tier metals.
Well, what we are seeing is NOTHING like that and we are only getting a vague "wait for it....". Maybe it will be awesome. Maybe it will be better than the old system of lower end to higher end progressing. People fear and loath the unknown. The fact that it is such a stark change has already made people skeptical. The fact that they still have no idea WHY there is such a large change only makes it worse.
So, Glassmaker, I hope you keep up your thick skin. If the differences from M3 get larger, and the delays get larger, your going to hear about it. The thing is, as long as they aren't being asses about it, it is everyones right to state their opinion about it. I love M4, not as much as M3, but its awesome. Keep up the good work, and if you can find a way bring back that "progression" from low tier to higher tier while maintaining a use for each and every ore, that would be awesome.
Everyone else, I don't understand how you can think that "being blunt", or otherwise flat out rude would yield positive results. Try interacting. Try asking logical, thought provoking questions. Try giving helpful, insightful suggestions. Try, I don't know, maybe just acting like you appreciate what these people do. If it were not for Glassmaker, Metallurgy 3 would not have been completed, cause god knows the previous owner had not touched it in EONS. Just go look at the "contributors" section on github. And M4 would not exist at ALL. So sit back and wait, join in and try and sway his thinking/planning. Add in some ideas. But for the love of Zuess, QUIT BITCHING. You sound like kids in the back seat who have no idea where they are going, or how far it is, constantly asking if we are there yet....
Could you add some comments/documentation to the configuration for this mod? I know it seems self-explanatory, but that's not always the case. I'll list the following parameters that are ambiguous to me:
armour_multiplier: What is being multiplied?
<insert-armour-piece-here>_reduction: What is being reduced exactly?
tool_damage: What is being damaged, and how? (A followup question may also be: why would it make sense to have this parameter?)
And, why is there no "armour durability"? Unless that's what armour_multiplier refers to.
Also, the configuration has two typos: it says "armour_enchatability" when it should be "armour_enchantability" and it says "leggins" when it should be "leggings", unless you're from the southern U.S.
Could you add some comments/documentation to the configuration for this mod? I know it seems self-explanatory, but that's not always the case. I'll list the following parameters that are ambiguous to me:
armour_multiplier: What is being multiplied?
_reduction: What is being reduced exactly?
tool_damage: What is being damaged, and how? (A followup question may also be: why would it make sense to have this parameter?)
And, why is there no "armour durability"? Unless that's what armour_multiplier refers to.
Also, the configuration has two typos: it says "armour_enchatability" when it should be "armour_enchantability" and it says "leggins" when it should be "leggings", unless you're from the southern U.S.
I will try to add those if possible and if they are not spamy
If nobody objects, I'd be willing to start a wiki up. (Unless you would prefer to be the wiki mod/owner, Glassmaker, but I'd still like to work on it.)
If nobody objects, I'd be willing to start a wiki up. (Unless you would prefer to be the wiki mod/owner, Glassmaker, but I'd still like to work on it.)
also, @Glassmaker: Is there anywhere I can find images of the ingots? I can find pretty much everything else in the assets folder, but I can't seem to find ingot images for a lot of the metals.
also, @Glassmaker: Is there anywhere I can find images of the ingots? I can find pretty much everything else in the assets folder, but I can't seem to find ingot images for a lot of the metals.
There should be in assets/metallurgy/textures/items/setname(ex. base, ender), the ingots should be named metal_name_ingot.png
I'd like to see configurable durabilities, weapon damage, and armour points myself.
Caused by: java.lang.NoSuchFieldError: ubOreTexturizer
at com.teammetallurgy.metallurgy.integrations.IntegrationUBC.init(IntegrationUBC.java:48)
at com.teammetallurgy.metallurgy.integrations.Integration.preinit(Integration.java:14)
at com.teammetallurgy.metallurgy.Metallurgy.preInit(Metallurgy.java:118)
I have the most updated versions of both installed.
Those have returned in version 4.0.5.75, you can find them under metal_stats category.
Just tested with Undergroundbiomes 6h13 and it's working fine.
Try redownloading Undegroundbiomes again and check if it works, if it crashes again kindly supply the full crash log.
Twitter:@JeanGlassmaker
No offence, but if you don't have enough time to give a straight answer, you don't have enough time to mod. Hand it off to someone else.
I as far I know I'm the current owner and the only developer of the mod, and I take your post as a suggestion.
As for your suggestion to hand it off, my answer is No.
And like I have told you before, The mod will have new stuff coming in.
Twitter:@JeanGlassmaker
I always test the give command on myself before setting it into a command block. So far, no crashes. Sometimes it takes a bit of experimenting to find the exact item I want, such as the right wood for a barrel or something. But it's more fun to be able to hand over non-vanilla items than just vanilla ones, for starting equipment.
The tab autocomplete doesn't work on all mods -- for example, to give silver boots I would have to remember the second "metallurgy" (and that the first one is capitalized while the second isn't), and that that is a feature for armor but not for tools or weapons for some reason. Tabbing "Metallurgy:met" would just give me a giant list of items. Tabbing "Metallurgy:silv" would give me all the silver stuff that isn't what I'm after.
Thanks for the specific info on how the ID's go together, though I had pieced most of that together myself. So it comes down to making better choices for item and block ID's, I guess (someone pointed out that changing the mod ID is difficult and that shorter ones can easily lead to overlaps... though you'd think a 4- or 5-letter code would offer something over 500,000 possibilities (even if we knock out a fair number of unlikely combos), so I'm not sure how likely the problem is, unless your name hits close to the most common combinations (such as "MC" anything).
The major issue really is that the upgrade will delete items (unless some sort of translator program is made for each specific mod, I suppose). Which means that if a change is going to be made, it's good not to wait too long. I hope you'll consider it for the move to 1.8, which is likely to require a lot of other changes (lessening the likelihood of backwards compatibility to begin with) and would be the most logical spot for a naming upgrade as well.
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!
Anon, I love seeing you around the forums and I consider your views often similar to mine, which seems like a decent place to work toward a friendship. And even I'm gonna say, that's kinda rude. Doesn't get non-rude just because you start with "No offence."
Maybe it's the patience I've learned over having multiple mod teams fail on me (and the one or two that are still going, doing so at glacial pace), but I don't think it's appropriate to just outright tell someone to hand over the mod they've been putting time and effort into. Suggest, maybe -- not demand. He's making something we may benefit from, without getting paid for it, and that gives us absolutely no right to demand he do anything.
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!
M4 is being taken in a different direction. I feel that most people are missing the "upgrade as you go" feel. They want to feel that finding/using the lower level metals will build towards being able to find/use the mid tier metals, which in turn will lead to the highest tier metals.
Well, what we are seeing is NOTHING like that and we are only getting a vague "wait for it....". Maybe it will be awesome. Maybe it will be better than the old system of lower end to higher end progressing. People fear and loath the unknown. The fact that it is such a stark change has already made people skeptical. The fact that they still have no idea WHY there is such a large change only makes it worse.
So, Glassmaker, I hope you keep up your thick skin. If the differences from M3 get larger, and the delays get larger, your going to hear about it. The thing is, as long as they aren't being asses about it, it is everyones right to state their opinion about it. I love M4, not as much as M3, but its awesome. Keep up the good work, and if you can find a way bring back that "progression" from low tier to higher tier while maintaining a use for each and every ore, that would be awesome.
Everyone else, I don't understand how you can think that "being blunt", or otherwise flat out rude would yield positive results. Try interacting. Try asking logical, thought provoking questions. Try giving helpful, insightful suggestions. Try, I don't know, maybe just acting like you appreciate what these people do. If it were not for Glassmaker, Metallurgy 3 would not have been completed, cause god knows the previous owner had not touched it in EONS. Just go look at the "contributors" section on github. And M4 would not exist at ALL. So sit back and wait, join in and try and sway his thinking/planning. Add in some ideas. But for the love of Zuess, QUIT BITCHING. You sound like kids in the back seat who have no idea where they are going, or how far it is, constantly asking if we are there yet....
Okeo, sending you a PM
Twitter:@JeanGlassmaker
I will try to add those if possible and if they are not spamy
Currently there is no wiki for Metallurgy 4, that needs to be change soon.
For the current time you can use NEI to find out the recipes, and, this page for the material stats and block mining levels
Twitter:@JeanGlassmaker
And now some self entitled brat wants someone to steal Metallurgy because he can't steal it himself.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Well, let's make it official then, I have started one at http://metallurgy-4.wikia.com/, let me know what you need
Twitter:@JeanGlassmaker
also, @Glassmaker: Is there anywhere I can find images of the ingots? I can find pretty much everything else in the assets folder, but I can't seem to find ingot images for a lot of the metals.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
There should be in assets/metallurgy/textures/items/setname(ex. base, ender), the ingots should be named metal_name_ingot.png
Twitter:@JeanGlassmaker
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