ingleplayer,don't know about the logs,I can try to see if I can find something later.I relogged,closed and restarted the client but nothing.Also I don't know the exact moment that it happened,just noticed the items were missing when I needed them
A couple of questions: Is there a GUI for the RF Exciter? I've been breaking them to see how many Exciter Upgrades I added to it. Also, is there a faster way to add Exciter Upgrades to the Exciter? Adding 25 or so Upgrades one by one to a couple dozen Exciters becomes a bit tedious. And then, if I'm not careful to keep track of which Exciters I added the Upgrades to, and if I don't carefully count the Upgrades as I add them, I have to break the Exciter and start over again.
So, two suggestions: If there is no GUI for the RF Exciter, please consider adding one (but I'm sure it's something you are already planning to do). Also, in that GUI, please consider adding a slot where up to a stack of Exciter Upgrades can be added at once, and please consider adding to that GUI a display that reports the number of upgrades added as well as the resulting effect on the RF throughput).
I really enjoy QuantumFlux. I make extensive use of it. Thank you so much for coding it.
Rollback Post to RevisionRollBack
Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.
There is no GUI and I have no plans on adding one. I don't see any value in it. The number of upgrades doesn't matter. What matters is you are moving enough power. With an empty hand, right click (maybe sneak right click..I forget) and it will tell you some info. If it is using 200of200 then add another one.
If you really want to know, it starts at 100 and each upgrade is another 100. So if it can do 500 max that.means you have 4 upgrades on it
I absolutely love this mod. Easily one of my favorites out there.
Do you think we could have some tiered RF Exciter upgrades? It gets pretty tedious trying to add stacks and stacks of them to the same exciter, only to have to eventually move the exciter and start over somewhere else. If there were more expensive versions (or even rabbit-hole style versions) of the upgrade, it would be easier to add bigger volumes of energy transfer to a single exciter.
I'd also love to be able to dye the battle armor.
I'm sure you're also aware that wearing the helmet on the Moon in Galacticraft results in complete blindness. Something about the night vision coupled with specific dimensions really messes up the display. Not sure if that's your fix or theirs though (probably theirs).
Alright, been using the mod since it humble beginnings. I like what i see
Suggestion: Could You make the Storehouse compatible with the Inventory Panel from EnderIO ? It would be really neat to be able to store a massive amount of items and having them readily available via those Panels. Please?
Thanks and keep it up!
Disregard, just found that it indeed already IS compatible
No. Adding world gen was something I was trying to stay away from, but it was making recipes too complicated. I don't expect to be adding any more. Why do you need it disabled?
I'm making a private kitchen sink modpack and I'm trying to remove all "duplicate" ores, and if possible reduce the total number of ores generated in the world. (There's quite a few.)
I have Mariculture in this pack which provides an interresting mechanic for producing titanium ingots where you have to process some other ores and melt them together. I want to opt for this solution as it provides a more interresting challenge beyond just digging deep enough.
It is something I can add. The problem is that you would have to make sure titanium is available in the pack, and also it could potentially change progression of the mod.
For example,Titanium in QuantumFlux is a mid game ore (IMO). If you remove it and use a process that makes it more of an end-game process ( I don't know Mariculture, but pretend like it does) it would make the sword, armor, and storehouse useless by the time you go to it. I'll think about some good ways to solve it. I'm considering having an option to disable the gen and then tweaking recipes a bit.
Do keep in mind that it is twice as rare as diamond. In my tests I usually get somewhere around 500 generated in a 150x150 block area. Not counting you have to dig below lava to get it, so it can be a bit dangerous
I think most modpack authors would appreciate an option in the config to turn it off, so that would be great.
The most common balance problem occurs when several mods generate the same kind of ore as you then get an overabundance. This has made it quite common for modpack authors to disable mod-specific oregen in favour of the customizable orgen in CoFH or similar mods where they take total control of the distribution.
(Not to mention the case where one mod thinks an ore should be common while another thinks it should be rare, then you really need to get creative if you want to maintain balance )
I've done some samples with bdlib's /ordistribution and in my case I think I will be able to keep close to the intended progression of the mod. I haven't tried out the processing method yet, but from what i gather from NEI it's early-midgame.
Would it be an idea to make it posible to add a stack of the Exciter Upgrades at a time, maybe by shift-click or something. Cuz adding 650 or what the max is, is pretty damn tedious.
It also seems like transfering only 80rf/t and only upgrading with 80rf/t pr Exciter Upgrade.
I saw this when placing an Exciter on an ender io powerbank, so it might be on ender io's end for all i know. Just wanted to mention it.
Applying a stack of upgrades at a time is already done and will be in the next update
The wireless stuff has an efficiency loss. By default it is 20%, but you can change that in the config if you would like
This is a small release to fix some balance issues and bugs
- The item magnet now works with the /dev/null
- Titanium Ore gen can be disabled via the config. This doesn't disable the use in recipes. You will need another mod to provide Titanium under the OreTitanium dictionary name
- Sneak+Rclick to apply up to a stack of Exciter Upgrades at a time
- Changes the default config values for the Imaginary Time Block to hopefully balance it out
- Changes to the Battlesuit to hopefully balance it out
well, the imaginary time block still have an extra radius, but at least the accelerated sides are equal now instead of being lopsided.
they have an effective radius of 5 block even when i set it to 4.
btw, is there a reason why the range of values changeable in the config for most entry are somehow, limited?
yes, i have to admit, i like my mods op...
and while youre at it, may i suggest that you add a config to change the ImaginaryTimeBlock vertical area of effect too? i just find 1 top and bottom as just, too limiting.
FYI, this problem is fixed in the 1.3.0 build
A couple of questions: Is there a GUI for the RF Exciter? I've been breaking them to see how many Exciter Upgrades I added to it. Also, is there a faster way to add Exciter Upgrades to the Exciter? Adding 25 or so Upgrades one by one to a couple dozen Exciters becomes a bit tedious. And then, if I'm not careful to keep track of which Exciters I added the Upgrades to, and if I don't carefully count the Upgrades as I add them, I have to break the Exciter and start over again.
So, two suggestions: If there is no GUI for the RF Exciter, please consider adding one (but I'm sure it's something you are already planning to do). Also, in that GUI, please consider adding a slot where up to a stack of Exciter Upgrades can be added at once, and please consider adding to that GUI a display that reports the number of upgrades added as well as the resulting effect on the RF throughput).
I really enjoy QuantumFlux. I make extensive use of it. Thank you so much for coding it.
There is no GUI and I have no plans on adding one. I don't see any value in it. The number of upgrades doesn't matter. What matters is you are moving enough power. With an empty hand, right click (maybe sneak right click..I forget) and it will tell you some info. If it is using 200of200 then add another one.
If you really want to know, it starts at 100 and each upgrade is another 100. So if it can do 500 max that.means you have 4 upgrades on it
I absolutely love this mod. Easily one of my favorites out there.
Do you think we could have some tiered RF Exciter upgrades? It gets pretty tedious trying to add stacks and stacks of them to the same exciter, only to have to eventually move the exciter and start over somewhere else. If there were more expensive versions (or even rabbit-hole style versions) of the upgrade, it would be easier to add bigger volumes of energy transfer to a single exciter.
I'd also love to be able to dye the battle armor.
I'm sure you're also aware that wearing the helmet on the Moon in Galacticraft results in complete blindness. Something about the night vision coupled with specific dimensions really messes up the display. Not sure if that's your fix or theirs though (probably theirs).
I am glad you like it.
The night vision would be on them to fix. I just apply the nightvision potion effect
Alright, been using the mod since it humble beginnings. I like what i see
Suggestion: Could You make the Storehouse compatible with the Inventory Panel from EnderIO ? It would be really neat to be able to store a massive amount of items and having them readily available via those Panels. Please?
Thanks and keep it up!
Disregard, just found that it indeed already IS compatible
Just realized that I don't have CoFHLib installed in my mod pack and everything seems fine, does your mod really require that file?
Yes. CoFHLib is bundled with CoFHCore. you probably have that mod, and that is why it works
@jotato, I know i've posted it before but I just wanted to say again... I love this mod!
Hi!
Is there a way to disable the titanium oregen?
No. Adding world gen was something I was trying to stay away from, but it was making recipes too complicated. I don't expect to be adding any more. Why do you need it disabled?
I'm making a private kitchen sink modpack and I'm trying to remove all "duplicate" ores, and if possible reduce the total number of ores generated in the world. (There's quite a few.)
I have Mariculture in this pack which provides an interresting mechanic for producing titanium ingots where you have to process some other ores and melt them together. I want to opt for this solution as it provides a more interresting challenge beyond just digging deep enough.
It is something I can add. The problem is that you would have to make sure titanium is available in the pack, and also it could potentially change progression of the mod.
For example,Titanium in QuantumFlux is a mid game ore (IMO). If you remove it and use a process that makes it more of an end-game process ( I don't know Mariculture, but pretend like it does) it would make the sword, armor, and storehouse useless by the time you go to it. I'll think about some good ways to solve it. I'm considering having an option to disable the gen and then tweaking recipes a bit.
Do keep in mind that it is twice as rare as diamond. In my tests I usually get somewhere around 500 generated in a 150x150 block area. Not counting you have to dig below lava to get it, so it can be a bit dangerous
I think most modpack authors would appreciate an option in the config to turn it off, so that would be great.
The most common balance problem occurs when several mods generate the same kind of ore as you then get an overabundance. This has made it quite common for modpack authors to disable mod-specific oregen in favour of the customizable orgen in CoFH or similar mods where they take total control of the distribution.
(Not to mention the case where one mod thinks an ore should be common while another thinks it should be rare, then you really need to get creative if you want to maintain balance
)
I've done some samples with bdlib's /ordistribution and in my case I think I will be able to keep close to the intended progression of the mod. I haven't tried out the processing method yet, but from what i gather from NEI it's early-midgame.
Applying a stack of upgrades at a time is already done and will be in the next update
The wireless stuff has an efficiency loss. By default it is 20%, but you can change that in the config if you would like
I just published 1.3.1 to curseforge.
This is a small release to fix some balance issues and bugs
- The item magnet now works with the /dev/null
- Titanium Ore gen can be disabled via the config. This doesn't disable the use in recipes. You will need another mod to provide Titanium under the OreTitanium dictionary name
- Sneak+Rclick to apply up to a stack of Exciter Upgrades at a time
- Changes the default config values for the Imaginary Time Block to hopefully balance it out
- Changes to the Battlesuit to hopefully balance it out
- ZBQ-7 can stack up to 16
there seems to be an extra 1 block radius towards north and west of ticks being accelerated by the time block.
ive set its range to 5.
Thanks to Fantasy Teddy for fixing this before I even saw the bug report
I'll include it in the next update
well, the imaginary time block still have an extra radius, but at least the accelerated sides are equal now instead of being lopsided.
they have an effective radius of 5 block even when i set it to 4.
btw, is there a reason why the range of values changeable in the config for most entry are somehow, limited?
yes, i have to admit, i like my mods op...
and while youre at it, may i suggest that you add a config to change the ImaginaryTimeBlock vertical area of effect too? i just find 1 top and bottom as just, too limiting.
Sometime it is for performance reasons, other times for balance, and sometime I just don't want too much abuse