Would this work if IC2 was added? And when will it be added?
Not really trying to presure you, I just want to balance my pack that is all =)
IC2 is a Minetweaker not a Modtweaker thing.
I think if you dont have Gregtech installed you cannot delete recipes out of the machines you can only add some. With GT you can set this recipes to 0 in the recipes cfg file in your config Folder. I am not sure if IC give a cfg option for doing this.
The old recipes stuck inside if you adding new recipes so not sure if it is possible to make a mod addon for deleting recipes.
Rollback Post to RevisionRollBack
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
Using the "full" material stat script line will remove the colour from TiC tooltips. How can this be prevented(other than using the individual lines, because that's extremely inconvienient), and removing the ability text parameter breaks the script?
edit: so the script also breaks the texture colors on all longbows, crossbows, javelins, etc. added after boni took over TiC. I'm sure you know about this, but does anyone know how it could be circumvented, again preferably without having to use individual scripts? I need to alter basically every stat of every material.
Is it possible to change blood magic's flask brewing? I have tried the full output from the hand command and merely the potion ID, neither appear to result in a change even when the console says there should be one.
Hi, I noticed that on your Twitter you said you were resuming working on ModTweaker. It's likely that you know that due to the Mekanism v8 update that the various machine recipe methods aren't working, but it also appears that (at least sometimes), the "Mekanism Shaped" recipes won't change either.
For my script, which removes 7 recipes and adds new ones, the Digital Miner seems to be the only one affected for whatever reason (other Mek. Shaped recipes have been removed just fine), but basically despite having the correct ID, the original recipe won't go away, but the new recipe I added in shows up. So I basically have two viable recipes for the Miner when I load up the game and then the world. If I use the /mt reload command in-game, the Mekanism Shaped recipe goes away and my new recipe is still there, which is how it's supposed to work. It's not the biggest issue considering all I have to do to make it work is reload the recipes, but it would be ideal if it just worked like any other shaped recipe removal and was removed on initial load of scripts. It should also be noted that there are no errors that say anything is incorrect, it simply just doesn't want to work until I use /mt reload.
For the removal by the way, I've tried just a basic removal with the ID, as well as withTag, and a removeShaped, all of them give the same result.
I figured since this is a modded crafting handler thing, that it'd be more appropriate to post about it here rather than on the Minetweaker page.
> a method available but none matches the parameters (minetweaker.item.IItemStack)
I am using:
MineTweaker3-1.7.10-3.0.9C
ModTweaker 2-0.8.1
Ex-Nihilo-1.38-32
Ex-Astris-MC1.7.10-1.16-31
MetallurgyCore-1.7.10-4.0.4.18
Metallurgy-1.7.10-4.0.8.97
Additionally, attempting to add recipes to the Thermal Expansion Pulverizer does not work; it gives no error, but the recipes also do not show up nor seem to work.
Just a tip for this mod, either here or in the wiki, I don't know if I'm blind or I didn't saw it, but I remember I had the exact same problem time ago when using Mine Tweaker. It's not really clear where we should add/remove/modify the recipes. One would think the mod generates a .cfg file, but finding the recipes.zs and also figuring out that it's on the same file you have to put recipes for Mine Tweaker and Mod Tweaker, I always have problem finding that explained somewhere...
Other than that, great mod and thanks for the work and support of mods you adding
I was wondering about this myself. How do ModTweaker and MineTweaker know which recipes to process? Or does ModTweaker simply "add handlers" to MineTweaker?
I think I get how this works. But do handlers need to be imported in each script where they're used? Or just imported once globally? And if so, how does one know which script to import them in?
Trying to add Research in the Thauminomicon(Thaumcraft) using the latest ModTweaker version does not work.
Holy moly ..........
I just went to look at the Modtweaker Thaumcraft support page again and read that up. Does that mean that I can add research for new ITEMS? Or only new research for existing items?
If this allowed adding new items, I could add in Void Thaumaturge Boots and have my players able to craft the Void Aspected Primal Staff without cheating or using additional mods and without nerfing its crafting cost.
OK. Starting over. Forget trying to paste anything in here. Just go look at the script on bpaste. As you can see, I'm trying to use ModTweaker2 (0.8.1, with MineTweaker3 3.0.9C)to add a point of Sano to all of the cooked meat/fish items. Watching the minetweaker log as this loads, I see:
INFO: Translating item.mocegg.23.name to Orange Snake Egg
And that is the ONLY line of output from this script. Unless I change it to use:
import mods.thaumcraft.Aspects;
Aspects.add(...
And if I do that, then I get:
ERROR: Error parsing misc.zs:6 -- Invalid expression, last token: import
Now it might be just me, but it looks to me like ModTweaker just plain isn't working.
Argh!!! Curse you forum software! I can't even type in a one-line recipe without the forum mangling it!
Forge 1381, MikeTweaker 3.0.9C, ModTweaker 0.8.0, latest Thermal Expansion release. I can write a basic, straightforward no-brainer recipe to use the redstone furnace to smelt a Mo'Creatures silver sword into three silver ingots at a cost of 1200RF (silver is soft and melts easily), and it will load without errors, but the redstone furnace still won't accept the sword as an input item. Is Thermal Expansion support currently known to work?
electrodynamics support? ?
Koala.
IC2 is a Minetweaker not a Modtweaker thing.
I think if you dont have Gregtech installed you cannot delete recipes out of the machines you can only add some. With GT you can set this recipes to 0 in the recipes cfg file in your config Folder. I am not sure if IC give a cfg option for doing this.
The old recipes stuck inside if you adding new recipes so not sure if it is possible to make a mod addon for deleting recipes.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Using the "full" material stat script line will remove the colour from TiC tooltips. How can this be prevented(other than using the individual lines, because that's extremely inconvienient), and removing the ability text parameter breaks the script?
edit: so the script also breaks the texture colors on all longbows, crossbows, javelins, etc. added after boni took over TiC. I'm sure you know about this, but does anyone know how it could be circumvented, again preferably without having to use individual scripts? I need to alter basically every stat of every material.
Is it possible to change blood magic's flask brewing? I have tried the full output from the hand command and merely the potion ID, neither appear to result in a change even when the console says there should be one.
Hi, I noticed that on your Twitter you said you were resuming working on ModTweaker. It's likely that you know that due to the Mekanism v8 update that the various machine recipe methods aren't working, but it also appears that (at least sometimes), the "Mekanism Shaped" recipes won't change either.
For my script, which removes 7 recipes and adds new ones, the Digital Miner seems to be the only one affected for whatever reason (other Mek. Shaped recipes have been removed just fine), but basically despite having the correct ID, the original recipe won't go away, but the new recipe I added in shows up. So I basically have two viable recipes for the Miner when I load up the game and then the world. If I use the /mt reload command in-game, the Mekanism Shaped recipe goes away and my new recipe is still there, which is how it's supposed to work. It's not the biggest issue considering all I have to do to make it work is reload the recipes, but it would be ideal if it just worked like any other shaped recipe removal and was removed on initial load of scripts. It should also be noted that there are no errors that say anything is incorrect, it simply just doesn't want to work until I use /mt reload.
For the removal by the way, I've tried just a basic removal with the ID, as well as withTag, and a removeShaped, all of them give the same result.
I figured since this is a modded crafting handler thing, that it'd be more appropriate to post about it here rather than on the Minetweaker page.
mods.exnihilo.Sieve.removeRecipe(<exastris:PrometheumOreItem>);
results in
> a method available but none matches the parameters (minetweaker.item.IItemStack)
I am using:
MineTweaker3-1.7.10-3.0.9C
ModTweaker 2-0.8.1
Ex-Nihilo-1.38-32
Ex-Astris-MC1.7.10-1.16-31
MetallurgyCore-1.7.10-4.0.4.18
Metallurgy-1.7.10-4.0.8.97
Additionally, attempting to add recipes to the Thermal Expansion Pulverizer does not work; it gives no error, but the recipes also do not show up nor seem to work.
I am using:
ThermalExpansion-[1.7.10]4.0.1-182
I like the concept but it isn't for me because you can create an easy recipe and become overpowered. It is an amazing mod but again it's not for me
......Then don't add overpowered recipes. Problem solved.
I was wondering about this myself. How do ModTweaker and MineTweaker know which recipes to process? Or does ModTweaker simply "add handlers" to MineTweaker?
The ModTweaker wiki gives this example:
I think I get how this works. But do handlers need to be imported in each script where they're used? Or just imported once globally? And if so, how does one know which script to import them in?
Trying to add Research in the Thauminomicon(Thaumcraft) using the latest ModTweaker version does not work.
How does it not work? Does it crash? Does the research not appear in the Thaumonomicon? Does the research show up, but it's empty?
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Holy moly ..........
I just went to look at the Modtweaker Thaumcraft support page again and read that up. Does that mean that I can add research for new ITEMS? Or only new research for existing items?
If this allowed adding new items, I could add in Void Thaumaturge Boots and have my players able to craft the Void Aspected Primal Staff without cheating or using additional mods and without nerfing its crafting cost.
It's just empty. The research doesn't show.
AAAAAUGH! STUPID FORUM SOFTWARE!
OK. Starting over. Forget trying to paste anything in here. Just go look at the script on bpaste. As you can see, I'm trying to use ModTweaker2 (0.8.1, with MineTweaker3 3.0.9C)to add a point of Sano to all of the cooked meat/fish items. Watching the minetweaker log as this loads, I see:
INFO: Translating item.mocegg.23.name to Orange Snake Egg
And that is the ONLY line of output from this script. Unless I change it to use:
And if I do that, then I get:
ERROR: Error parsing misc.zs:6 -- Invalid expression, last token: import
Now it might be just me, but it looks to me like ModTweaker just plain isn't working.
Use Modtweaker 0.8
In 0.8.1 add or delteThaumcraft recipes didnt work well.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Looks like Thermal Expansion recipes don't work well either.
I'll try the downgrade. Thanks for the tip.
Update: And indeed, downgrading to 0.8.0 worked. Thanks!
If you dont change thaumcraft recipes (no /mt reload) you can compile the last code on git. (from today) This are the up to date version.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Trying to move research on Modtweaker 0.8 and reloading it always leads to:
An unknown error occurred while attempting to perform this command
Unloading the world and trying to load it again will only result in the world not being able to load.
@xilleto
Uploading scripts And logs would be helping so see why the error occur.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Log
[05:43:46] [Server thread/ERROR]: Couldn't process command: 'mt reload'
java.lang.NullPointerException
at modtweaker2.mods.thaumcraft.research.AddPage.undo(AddPage.java:113) ~[AddPage.class:?]
at minetweaker.runtime.MTTweaker.rollback(MTTweaker.java:83) ~[MTTweaker.class:?]
at minetweaker.MineTweakerImplementationAPI.reload(MineTweakerImplementationAPI.java:589) ~[MineTweakerImplementationAPI.class:?]
at minetweaker.MineTweakerImplementationAPI$1.execute(MineTweakerImplementationAPI.java:82) ~[MineTweakerImplementationAPI$1.class:?]
at minetweaker.MineTweakerImplementationAPI$19.execute(MineTweakerImplementationAPI.java:610) ~[MineTweakerImplementationAPI$19.class:?]
at minetweaker.mc1710.server.MCServer$MCCommand.func_71515_b(MCServer.java:124) ~[MCServer$MCCommand.class:?]
at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:94) [z.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_147361_d(NetHandlerPlayServer.java:739) [nh.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_147354_a(NetHandlerPlayServer.java:718) [nh.class:?]
at net.minecraft.network.play.client.C01PacketChatMessage.func_148833_a(SourceFile:37) [ir.class:?]
at net.minecraft.network.play.client.C01PacketChatMessage.func_148833_a(SourceFile:9) [ir.class:?]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212) [ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) [MinecraftServer.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111) [bsx.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [?:?]
[05:43:46] [Client thread/INFO]: [CHAT] An unknown error occurred while attempting to perform this command
My Script
mods.thaumcraft.Research.clearPrereqs("SPECTACLES");
mods.thaumcraft.Research.clearPrereqs("GOGGLES_DARK");
mods.thaumcraft.Research.moveResearch("SPECTACLES", "ARTIFICE", 3, -1);
mods.thaumcraft.Research.moveResearch("GOGGLES_DARK", "ARTIFICE", 5, -1);
mods.thaumcraft.Research.addPrereq("SPECTACLES", "GOGGLES", false);
mods.thaumcraft.Research.addPrereq("GOGGLES_DARK", "GOGGLES", false);
Argh!!! Curse you forum software! I can't even type in a one-line recipe without the forum mangling it!
Forge 1381, MikeTweaker 3.0.9C, ModTweaker 0.8.0, latest Thermal Expansion release. I can write a basic, straightforward no-brainer recipe to use the redstone furnace to smelt a Mo'Creatures silver sword into three silver ingots at a cost of 1200RF (silver is soft and melts easily), and it will load without errors, but the redstone furnace still won't accept the sword as an input item. Is Thermal Expansion support currently known to work?