Is this mod still in development? Any chance of going for 1.8? If no, I would like permission to have a go at making the upgrade to 1.8+. This is one of my favorite mods and I would really love to do 1.8
Yes, the mod is still in development, we have plans for Minecraft 1.8.3+ if forge releases a compatible stable version, 1.8 is not worth to mod on because of memory and graphics issues.
are we ever going to see a version with all the machines and things back or is that out for good now?. Thanks for the awesome mod and great work keep it up
We have decided on this early on, some machines will come back, others won't.
Is there a option i'm over looking in the config file to turn off any/all machines in this pack. I'm mainly trying to force my players to use RF powered machines to accomplish ore processing.
B:utility=true <--- unless this is the option for it
v/r
Coffee_nutz
There is no way of disabling the machines through the config at the moment, so you can use Minetweaker to remove the recipes.
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Thank you very much for the reply, I was hoping there was an internal I was missing before using that method. Was wondering maybe instead of going thru the trouble you could just have the machines in a its own mod and leave the option to have them at all, just an idea. It might help with the updating since machines take a lot more coding. I only state this option for ppl looking to add more ores and using more complicated ways to process them like tinkers or ender i/o and the likes. Either way thank you for you quick response it helped with the finalization of the mod pack. Starting recording again in August 1st I can send you a link privately/publicly if you'd like to check it out.
I'm starting to take notes on a potential "reboot" for Metallurgy 5. I need to know some information from the fans and users badly about the mod and encourage you to share this link with everyone you possibly can that uses Metallurgy (and even those who don't.)
So please, take a minute to fill out these questions, they'll go miles towards helping us out.
I've installed this mod and all the ores are spawning as they should but none of the recipes work. I can't build a crusher using the recipe with 4 stone in the corners, 4 sticks on the straights, and a furnace in the center. Anybody know what is the issue?
I have other mods with multiple custom recipes that work fine.
I've installed this mod and all the ores are spawning as they should but none of the recipes work. I can't build a crusher using the recipe with 4 stone in the corners, 4 sticks on the straights, and a furnace in the center. Anybody know what is the issue?
I have other mods with multiple custom recipes that work fine.
The recipes in the forum are very outdated. Use something like NEI or CraftGuide to find the newer ones.
The crusher is taking Mariculture Copper Ore 1022:1 Ore Dictionary name oreCopper and crushing it into Tinker's Construct Aluminum Dust 4556:40 Ore Dictionary name dustAluminum. Is this inherent to the mod or is there a config file I can alter to correct this?
The crusher is taking Mariculture Copper Ore 1022:1 Ore Dictionary name oreCopper and crushing it into Tinker's Construct Aluminum Dust 4556:40 Ore Dictionary name dustAluminum. Is this inherent to the mod or is there a config file I can alter to correct this?
It's a known issue, I even talked to Joshie about it, and we couldn't find why it's doing that. plus why silver is getting removed from ore dictionary when Mariculture is in.
It would be cool if this changed the look of the default things of ores and stuff to make them look all different (like how all the sets have a unique look). Like, wood and leather could look really basic, stone could look a bit less basic, iron could be a bit like steel, and diamond could be a bit more spechial looking. Also the vanilla blocks could look like the blocks in this. That or a texture pack, because I feel really lame using default stuff. And if it doesn't already, this should change the crafting recipe of flint and steel to actually flint and steel. ALSO, the explosives should make grass sounds (like default TNT, unless that is desired, then change the TNT noise). ALSO AGAIN, the blocks should make the same sounds as the default iron block. *Pants*
Wow this guy is a genius wish I was as smart as him omg.
It's a known issue, I even talked to Joshie about it, and we couldn't find why it's doing that. plus why silver is getting removed from ore dictionary when Mariculture is in.
Where do I put 'regen_ores=true' to regen my world's ores? I despise having to start over to find more ores.
I'm not sure if there's an option in Metallurgy itself, but Team CofH's core mod has some really nice retrogen features (my favorite is bedrock flattening ^_^) that are highly customizable and will do exactly what you're looking for.
I'm not sure if this is a bug or I've got some terrible luck, or I'm just missing something but I cannot seem to find ANY meutoite in the end at all. None. Zero. Zilch. 100% Eximite only worlgens. Any help?
I'm not sure if this is a bug or I've got some terrible luck, or I'm just missing something but I cannot seem to find ANY meutoite in the end at all. None. Zero. Zilch. 100% Eximite only worlgens. Any help?
Meutoite is very rare, I guess that's to encourage people to use eximite until they can actually find meutiote.
Does anyone miss the coins in this mod? Either way I have an idea to make it a little better, making the coins a little more metric. Perhaps we could keep the same system of coins present in the previous 1.6.4 version (coin>stack>bag>bullion) and expand on it, and change a few of the recipes, along with making more practical applications for them, like in adventure quest modpacks, or other things I haven't thought of. Perhaps something like this:
brass: x1/4 ~~~~~~~ Pile of coins x5
silver x1/2 ~~~~~~~~Stack of coins x10
gold x3/4. ~~~~~~~~Pouch of coins x50
platinum x1 ~~~~~~~Bag of coins x100
~~~~~~~~~~~~~~~~Sack of coins x500
~~~~~~~~~~~~~~~~Bullion x1000
so each thing could be crafted into another, and instead of having word numbers that divide by nine due to the 3x3 crafting bench, it would make more metric sense. Four brass could make a coin, so could two silvers, so could a copper and a gold. a coin would always become 2 silvers, and each upgrade of coins would make the equal amount of that below it. You could even make a bank block or multi-block bank structure to keep your coins, with applied energetics style drives arriving like credit cards, and ATM blocks. The bank could hold any amount (or an upgrade-able amount) and could produce any amount of coins it had credit for that you had already put in. The coin recipes would be shapeless as well, and only having 5 in them instead of 9.
It would be cool if this changed the look of the default things of ores and stuff to make them look all different (like how all the sets have a unique look). Like, wood and leather could look really basic, stone could look a bit less basic, iron could be a bit like steel, and diamond could be a bit more spechial looking. Also the vanilla blocks could look like the blocks in this. That or a texture pack, because I feel really lame using default stuff. And if it doesn't already, this should change the crafting recipe of flint and steel to actually flint and steel. ALSO, the explosives should make grass sounds (like default TNT, unless that is desired, then change the TNT noise). ALSO AGAIN, the blocks should make the same sounds as the default iron block. *Pants*
Can someone help me? I am so confused. I have played Metallurgy before and never run into these problems. It seems the level of metals to be mined keeps changing. I have an adamantine pickaxe that at one time I knew would be able to pretty much mine anything! Yet, I can't use it to mine atlarus. So, I looked to see what changed, and the charts on google are literally all over the place, claiming Adamantine can be from level 4 to level 6 in mining. Assuming it's the highest charted one, I noticed Sanguinite is considered leve 8, so I try to mine that.
Nope....adamantine can't mine that, either. What do I need to mine these things, that would be capable of adamantine mining, or even Manyullen! (though I'm sure adamantine is higher, since I needed manyullen just to mine it). This mod really needs some kind of help book like tinkers construct does....this is ridiculous trying to figure this all out.
-----
Update: Okay, I decided to go into flat world and creative mode grabbed every high tier tinkers construct pickaxe you can make, to figure out what breaks these two ores. What I've found is....nothing. Absolutely nothing breaks them. They are invincible. You can't break atlarus with an atlarus pickaxe! You can't break atlarus with a tartarus pickaxe! They don't break!
I am presently using the newest Solitary craft from the At launcher, and using the Metallurgy 4 with tinkers construct/Iguana tweaks. Apparently something is very wrong, here. For me to achieve what I want, I'm gong to be forced to cheat my ores, which is total bs....
Yes, the mod is still in development, we have plans for Minecraft 1.8.3+ if forge releases a compatible stable version, 1.8 is not worth to mod on because of memory and graphics issues.
We have decided on this early on, some machines will come back, others won't.
There is no way of disabling the machines through the config at the moment, so you can use Minetweaker to remove the recipes.
Twitter:@JeanGlassmaker
Thank you very much for the reply, I was hoping there was an internal I was missing before using that method. Was wondering maybe instead of going thru the trouble you could just have the machines in a its own mod and leave the option to have them at all, just an idea. It might help with the updating since machines take a lot more coding. I only state this option for ppl looking to add more ores and using more complicated ways to process them like tinkers or ender i/o and the likes. Either way thank you for you quick response it helped with the finalization of the mod pack. Starting recording again in August 1st I can send you a link privately/publicly if you'd like to check it out.
v/r
Coffee_Nutz
I'm starting to take notes on a potential "reboot" for Metallurgy 5. I need to know some information from the fans and users badly about the mod and encourage you to share this link with everyone you possibly can that uses Metallurgy (and even those who don't.)
So please, take a minute to fill out these questions, they'll go miles towards helping us out.
http://goo.gl/forms/Qm1mJFHKQO
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.
I've installed this mod and all the ores are spawning as they should but none of the recipes work. I can't build a crusher using the recipe with 4 stone in the corners, 4 sticks on the straights, and a furnace in the center. Anybody know what is the issue?
I have other mods with multiple custom recipes that work fine.
So I went to curse and saw the link to the stunning looking textures by Archdeco but I cant figure out how to add them in. Can anyone help me?
The recipes in the forum are very outdated. Use something like NEI or CraftGuide to find the newer ones.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
I guess those were for Metallurgy 2, so they need to be updated by the author to a texture pack for Metallurgy 4.
Twitter:@JeanGlassmaker
The crusher is taking Mariculture Copper Ore 1022:1 Ore Dictionary name oreCopper and crushing it into Tinker's Construct Aluminum Dust 4556:40 Ore Dictionary name dustAluminum. Is this inherent to the mod or is there a config file I can alter to correct this?
It's a known issue, I even talked to Joshie about it, and we couldn't find why it's doing that. plus why silver is getting removed from ore dictionary when Mariculture is in.
Maybe you can try to use modtweaker to adjust it.
Twitter:@JeanGlassmaker
Wow this guy is a genius wish I was as smart as him omg.
modtweaker worked once I figured out how to use it. Thanks for the tip.
Awesome
Also, Something well be added soon
Twitter:@JeanGlassmaker
Where do I put 'regen_ores=true' to regen my world's ores? I despise having to start over to find more ores.
*squee* OMG, I'm so excited for this!!! Finally I might have a use for some of those dusts I've been hoarding at my base

I'm not sure if there's an option in Metallurgy itself, but Team CofH's core mod has some really nice retrogen features (my favorite is bedrock flattening ^_^) that are highly customizable and will do exactly what you're looking for.
I'm not sure if this is a bug or I've got some terrible luck, or I'm just missing something but I cannot seem to find ANY meutoite in the end at all. None. Zero. Zilch. 100% Eximite only worlgens. Any help?
Meutoite is very rare, I guess that's to encourage people to use eximite until they can actually find meutiote.
Does anyone miss the coins in this mod? Either way I have an idea to make it a little better, making the coins a little more metric. Perhaps we could keep the same system of coins present in the previous 1.6.4 version (coin>stack>bag>bullion) and expand on it, and change a few of the recipes, along with making more practical applications for them, like in adventure quest modpacks, or other things I haven't thought of. Perhaps something like this:
brass: x1/4 ~~~~~~~ Pile of coins x5
silver x1/2 ~~~~~~~~Stack of coins x10
gold x3/4. ~~~~~~~~Pouch of coins x50
platinum x1 ~~~~~~~Bag of coins x100
~~~~~~~~~~~~~~~~Sack of coins x500
~~~~~~~~~~~~~~~~Bullion x1000
so each thing could be crafted into another, and instead of having word numbers that divide by nine due to the 3x3 crafting bench, it would make more metric sense. Four brass could make a coin, so could two silvers, so could a copper and a gold. a coin would always become 2 silvers, and each upgrade of coins would make the equal amount of that below it. You could even make a bank block or multi-block bank structure to keep your coins, with applied energetics style drives arriving like credit cards, and ATM blocks. The bank could hold any amount (or an upgrade-able amount) and could produce any amount of coins it had credit for that you had already put in. The coin recipes would be shapeless as well, and only having 5 in them instead of 9.
I agree.
Can someone help me? I am so confused. I have played Metallurgy before and never run into these problems. It seems the level of metals to be mined keeps changing. I have an adamantine pickaxe that at one time I knew would be able to pretty much mine anything! Yet, I can't use it to mine atlarus. So, I looked to see what changed, and the charts on google are literally all over the place, claiming Adamantine can be from level 4 to level 6 in mining. Assuming it's the highest charted one, I noticed Sanguinite is considered leve 8, so I try to mine that.
Nope....adamantine can't mine that, either. What do I need to mine these things, that would be capable of adamantine mining, or even Manyullen! (though I'm sure adamantine is higher, since I needed manyullen just to mine it). This mod really needs some kind of help book like tinkers construct does....this is ridiculous trying to figure this all out.
-----
Update: Okay, I decided to go into flat world and creative mode grabbed every high tier tinkers construct pickaxe you can make, to figure out what breaks these two ores. What I've found is....nothing. Absolutely nothing breaks them. They are invincible. You can't break atlarus with an atlarus pickaxe! You can't break atlarus with a tartarus pickaxe! They don't break!
I am presently using the newest Solitary craft from the At launcher, and using the Metallurgy 4 with tinkers construct/Iguana tweaks. Apparently something is very wrong, here. For me to achieve what I want, I'm gong to be forced to cheat my ores, which is total bs....