My guess is because it isn't broadly popular. I would do a video tutorial but there are laws in my state regarding cruel and unusual punishment. (In other words I would suck at it.) If someone wanted to make an up-to-date tutorial I would appreciate it.
OpenEye: Crate registrations with older versions of Forestry were failing
"Bent" ItemStacks in Forge recipe output causing recipe scanning to error
CHANGES:
Add Soylent Yellow/Red to Pile of Rubble drops
Register Fertile Land as a default soil block in AgriCraft 1.4.x+. This means you can put crop sticks on them. Note that AgriCraft 1.4.x is in BETA and may change. This feature was tested against BETA2. Existing AgriCraft 1.3.x will work but Fertile Land cannot be used as a soil block.
1. This is on my list of things to look at - configurable energy/time consumption. The main expense of the recycler is the materials to build it rather than the energy it consumes. My thought process was that by the time you start building the advanced processing cores energy wouldn't be too much of a problem. The other possibility is to make the recycler consume different amounts of energy based on the core installed.
2. Instead of a specific mode maybe some sort of scalar that is applied where 100% is normal. That way a modpack author could slide the chance either way. With Minetweaker you are also able to rewrite the extraction recipes to the percentages that are needed.
Basically the recipes of the Thermal Recycler are the reverse of an items crafting recipe. There are tweaks that are made to avoid infinite resource loops, etc. You can use the Scrap Assessor machine block to see what the results of scrapping would be.
If you don't mind looking at a wall of text take a look at the ThermalRecycling.log file in the ./minecraft/logs directory. It contains most if not all of the recipes, item configuration, weight tables, etc. that Thermal Recycling uses.
This looks like a wonderful mod and I'm off to play with it. I've been wanting to use a mod like this in an urban post-apocalyptic survival setting. The plan is to find a good urban/ city map and use a mod like this to salvage materials from the ruins.
Thermal Recycling is dependent on Thermal Expansion. You will need to install Thermal Expansion as well as any dependencies it may have (like Thermal Foundation).
Thank you for clarifying, but I'm just looking for a mod that allows for the salvaging of raw materials from crafted items. Is this for me or is this a lot more than what I'm looking for?
And do I need CoFH, Thermal Foundation, Thermal Expansion, and Thermal Dynamics? All 4?
The mod does what you are looking for. At the minimum you will need CoFHCore, Thermal Expansion and Thermal Foundation. You don't need Dynamics unless you want the pipes.
Then I'll download all 4 so if I want to do more I'll have Dynamics where I keep all of my mods. Thank you very much.
Edit: I gotta say that I'm going insane trying to figure out how everything works... There are no recipes and no instructions for how to connect anything or how to fuel/power anything. I'm going through the wiki and it tells lots about what an item is used for, but not how to craft, power, or operate it. Maybe I'm overlooking a link to a page with all of the recipes and connecting instructions?
Edit: I gotta say that I'm going insane trying to figure out how everything works... There are no recipes and no instructions for how to connect anything or how to fuel/power anything. I'm going through the wiki and it tells lots about what an item is used for, but not how to craft, power, or operate it. Maybe I'm overlooking a link to a page with all of the recipes and connecting instructions?
Crafting - I take it you do not use NEI (Not Enough Items)? I haven't gotten around to screen capping recipes.
Power - It takes RF. I also take it this is your first time delving into Thermal Expansion like mods?
Thermal Recycling v0.4.3.4 released!
Release Summary
NEW:
FIXES:
My guess is because it isn't broadly popular. I would do a video tutorial but there are laws in my state regarding cruel and unusual punishment. (In other words I would suck at it.) If someone wanted to make an up-to-date tutorial I would appreciate it.
Thermal Recycling v0.4.3.5 released!
Release Summary
NEW:
FIXES:
CHANGES:
Thermal Recycling v1.0.1 has been released!
Thermal Recycling is out of BETA! Enjoy!
Soylent Green is people! Yep. In fact you can get it as a drop from killing villagers, villager zombies, and players.
Great mod - just some small suggestions:
1
It would be very good if the configfile would allow to configure energy-usage of the recycler.
40 RF/t is too low (in my opinion) for what it can produce.
2
An option to set it to some kind of "hard"-Mode would also be nice.
Hard-mode could lower (for example 50% lower) all chances during extraction of scrap/scrapboxes.
So one scrapbox would produce 50% of what it produces now - aka "hard mode"
1. This is on my list of things to look at - configurable energy/time consumption. The main expense of the recycler is the materials to build it rather than the energy it consumes. My thought process was that by the time you start building the advanced processing cores energy wouldn't be too much of a problem. The other possibility is to make the recycler consume different amounts of energy based on the core installed.
2. Instead of a specific mode maybe some sort of scalar that is applied where 100% is normal. That way a modpack author could slide the chance either way. With Minetweaker you are also able to rewrite the extraction recipes to the percentages that are needed.
(1)
Configurable energy-consumption is the way to go in my opinion.
Easy to configure and should also be easier to implement I hope.
Energy is NOT a real problem - it just feels somewhat OP right now to transform stone-bricks (or wood or whatever) into a usefull
amount of other materials for 40RF/t (compare that to the 20000 RF/t of those MRF-laser-thing).
(2)
A scalar would be awesome , so everyone can configure it the way he/she likes the most.
I can't seem to find the recipes anywhere?
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
Basically the recipes of the Thermal Recycler are the reverse of an items crafting recipe. There are tweaks that are made to avoid infinite resource loops, etc. You can use the Scrap Assessor machine block to see what the results of scrapping would be.
If you don't mind looking at a wall of text take a look at the ThermalRecycling.log file in the ./minecraft/logs directory. It contains most if not all of the recipes, item configuration, weight tables, etc. that Thermal Recycling uses.
Thanks but I mean there recipe for crafting a Thermal Recycler and the machines in your mod.
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
That should show up in NEI if you have it installed.
K cool
Thanks
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
This looks like a wonderful mod and I'm off to play with it. I've been wanting to use a mod like this in an urban post-apocalyptic survival setting. The plan is to find a good urban/ city map and use a mod like this to salvage materials from the ruins.
Ice and Fire: Dragons in a whole new light
I'm getting an error when I try to start up Minecraft with this mod installed. This is the only mod installed. I'm using download 1.1.0.5
Edit:
I looked into the file mentioned in the error message and this is what it said.
"Mod Thermal Recycling is missing a pack.mcmeta file, substituting a dummy one"
Ice and Fire: Dragons in a whole new light
Thermal Recycling is dependent on Thermal Expansion. You will need to install Thermal Expansion as well as any dependencies it may have (like Thermal Foundation).
Thank you for clarifying, but I'm just looking for a mod that allows for the salvaging of raw materials from crafted items. Is this for me or is this a lot more than what I'm looking for?
And do I need CoFH, Thermal Foundation, Thermal Expansion, and Thermal Dynamics? All 4?
Ice and Fire: Dragons in a whole new light
The mod does what you are looking for. At the minimum you will need CoFHCore, Thermal Expansion and Thermal Foundation. You don't need Dynamics unless you want the pipes.
Then I'll download all 4 so if I want to do more I'll have Dynamics where I keep all of my mods. Thank you very much.
Edit: I gotta say that I'm going insane trying to figure out how everything works... There are no recipes and no instructions for how to connect anything or how to fuel/power anything. I'm going through the wiki and it tells lots about what an item is used for, but not how to craft, power, or operate it. Maybe I'm overlooking a link to a page with all of the recipes and connecting instructions?
Ice and Fire: Dragons in a whole new light
Crafting - I take it you do not use NEI (Not Enough Items)? I haven't gotten around to screen capping recipes.
Power - It takes RF. I also take it this is your first time delving into Thermal Expansion like mods?