Was more of an effort thing. The names list had the first line (the important bit) and was searchable, whereas the others would have required hand editing, not to mention being more than one file.
Ah, I didn't realize you wanted them all in one file. Well, I'm glad to have at least somewhat helped. I'm sorry I couldn't do more on short notice.
Ah, I didn't realize you wanted them all in one file. Well, I'm glad to have at least somewhat helped. I'm sorry I couldn't do more on short notice.
No worries.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
[com.draco18s.hardlibcore.asm.HardLibPatcher:patchSnow:158]: ==Patching BlockIce==
[14:19:16] [main/ERROR] [LaunchWrapper]: Unable to launch
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_66]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_66]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_66]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_66]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
Caused by: java.lang.NoClassDefFoundError: net/minecraft/block/BlockIce
at net.minecraft.block.Block.func_149671_p(Block.java:286) ~[aji.class:?]
at net.minecraft.init.Bootstrap.func_151354_b(SourceFile:355) ~[kl.class:?]
at net.minecraft.client.Minecraft.<init>(Minecraft.java:287) ~[bao.class:?]
at net.minecraft.client.main.Main.main(SourceFile:129) ~[Main.class:?]
Interesting. I'll have to look into this. If you remove StreamsCoreMod or Optifine, does the problem go away?
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
What about renaming the monster egg stone to "unstable stone" in waila? Currently it's kinda obvious if it's normal unstable stone, or the monster egg one. Could also set the time for mining to the same value, atm the monster egg variant takes longer to break, what makes it kinda obvious, too.
Time-to-break is intentionally different in vanilla. As for the WAILA tooltip, if WAILA doesn't make the distinction by default, I won't either. IMO that's the job of the WAILA info-hiders. I only handled it for my block variants due to the specific stone fall mechanics as part of the mod, silverfish isn't within that purview (I just made sure silverfish could retreat to my blocks to cover the original vanilla mechanic).
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
@SideOnly(Side.CLIENT)
public int getBiomeGrassColor(int x, int y, int z)
{
double d0 = (double)MathHelper.clamp_float(this.getFloatTemperature(x, y, z), 0.0F, 1.0F);
double d1 = (double)MathHelper.clamp_float(this.getFloatRainfall(), 0.0F, 1.0F);
return getModdedBiomeGrassColor(ColorizerGrass.getGrassColor(d0, d1));
}
With TF Swamp:
public int getBiomeGrassColor(int x, int y, int z)
{
double var1 = getFloatTemperature(x, y, z);
double var3 = getFloatRainfall();
return ((ColorizerGrass.getGrassColor(var1, var3) & 0xFEFEFE) + 5115470) / 2;
}
Note the lack of MathHelper.clamp_float(...)
Hey Draco18s, I know this is an older issue, but as I'm getting zero luck with some authors who've more or less abandoned their 1.7.10 mods, is it possible to add a config to blacklist dimensions from Harder Wildlife? Or is there already a facility for this? I just discovered this issue with TF, and Benimatic hasn't updated Twilight Forest in approximately 442 Minecraft years.
I'll see what I can do. Don't expect it in a hurry.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
GitHub api will be updated shortly to reflect recent changes. Expanded Industry gained a new feature today, although that feature requires HardLib to function (due to it relying on the ASM changes HardLib provides). This requirement is a soft requirement, the method is marked with an @Optional annotation, so Forge will strip out the method if HardLib is not present.
Hard Lib:
- Backported 1.8 Comparator ItemFrame detection note that this functions just as it does in 1.8, the comparator needs to be on the backside of the block
Hard Ores:
- Updated COG overrides now that Sprocket distribution names are set in stone (and have been for some time, but no one noticed)
Hard Wilds:
- Small tweak to make ice melt a little faster (may resolve some concerns about permanently frozen oceans)
- Thermometers and Hydrometers in item frames will output a signal based on the current weather conditions
- Power levels should correspond to the item's texture variants, with "ideal" coming in at a signal strength of 9
- Fixed an issue with the NEI gui texture living in the wrong place
Hard Underground:
- Improved hastable lookup for unstable stone
Expanded Industry:
- Backported 1.8 comparator signal strength on ItemFrame item rotation
- ItemFrames still only have 4 possible rotations, but the comparator will output 0 (no item), 1/3/5/7 signal strength for up/right/down/left rotations
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Sorry about that, Reteo and I were trying to get those sorts of bugs resolved. That one got missed because it was using double-quotes rather than single quotes and I don't think he was using Mekanism.
Fix made and uploaded to Curse, should be visible in a few minutes.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I'll likely have to fiddle with things so that finite water works...properly. The system was built with infinite water mechanics in mind.
I'm not asking for it to consume water or be aware of finite mechanics...the issue for me is that the sluice places a source block in the world at the exit end of the sluice, one block down. You probably did this to make the sluice look like water flows through and continues down the river. What would be awesome is a config option 'B:PlaceWaterSourceAtSluiceEnd=false' which stops the sluice from placing the block. The source water block seems to be aesthetic.
EDIT: Sorry to bring it up again -- my pack players are commenting about this being very exploitable.
I sorta forgot about that issue. Doing that is an easy fix.
Uploading now. By rights it should be a minor version, but that plays havoc with the version numbers and I am too lazy to deal with that right now.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Is there a way to add custom recipes to the windmill - for example, Natura barley? Is there Minetweaker support?
I haven't manged to figure out how to implement Minetweaker support. There isn't any documentation or examples.
Ostensibly there *is* a way to add recipes, but not from an end-user standpoint.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I'm not getting smelting recipes for raw ores to nuggets for any of the ore types except iron and gold, despite having mods that provide oredicted nuggets for most types.
Please consider moving all of the infrastructure and tool stuff out of Harder Ores and into Expanded Industry, and the ore flowers into their own mod. I think it'd be best for Harder Ores to just be the ore blocks and worldgen. The ore flower mod would be used alongside the other mods, rather than being completely standalone like the current one. I do really like the standalone ore flowers mod, although I wish there was a coal flower.
Also, silktouched hard ores really stand out as point of incompatibility/inconsistency. If possible, you could add smelting recipes for each level of each ore to make the appropriate number of nuggets, and then make a silktouched hard ore drop a random-level hard ore block with the same level as the number of raw ore items you'd get. I think this would be a good compromise between the usual benefits of silktouch and the mod's current behavior. You'd have to find some way to describe the ore level in the block name, though.
Finally, ore level needs to be the inverse of the block damage value so any unforeseen interaction with other mods that creates an ore block of value zero creates a legit block.
Edit: more configuration for ore flowers would be great. I find them to be too common, so I'd like to be able to reduce the number and make them more accurate. I agree with others that there should be dye recipes; I'd be fine with crafting multiple flowers to one dye.
I'm not getting smelting recipes for raw ores to nuggets for any of the ore types except iron and gold, despite having mods that provide oredicted nuggets for most types.
The nuggets provided by Harder Ores? Can you provide an example mod that supplies an ore so I can test?
Please consider moving all of the infrastructure and tool stuff out of Harder Ores and into Expanded Industry, and the ore flowers into their own mod. I think it'd be best for Harder Ores to just be the ore blocks and worldgen. The ore flower mod would be used alongside the other mods, rather than being completely standalone like the current one. I do really like the standalone ore flowers mod, although I wish there was a coal flower.
Uh, no. Expanded Industry is specifically for things that enhance vanilla industry options, by moving the millstone, sifter, etc. into it, it is no longer standalone, while the items provided by Harder Ores worldgen would no longer be fully functional. The flowers have already been split out as a separate mod that functions independently. Each mod is self-contained mechanics: everything that effects ores and ore processing is in Harde Ores, crops and wildlife is Harder Wildlife, etc.
Also, silktouched hard ores really stand out as point of incompatibility/inconsistency. If possible, you could add smelting recipes for each level of each ore to make the appropriate number of nuggets, and then make a silktouched hard ore drop a random-level hard ore block with the same level as the number of raw ore items you'd get. I think this would be a good compromise between the usual benefits of silktouch and the mod's current behavior. You'd have to find some way to describe the ore lebel in the block name, though.
"Appropriate number of nuggets" is actually kind of difficult. It's always going to be more efficient to mine the block for the nuggets than to smelt the block (same as in vanilla) even if I provide those recipes. The only reason to silk-touch the ores would be to toss them into a grinder machine that is supported (IC2 only last I checked, I would have supported RoC, but I dropped direct support for that when Reika updated his API, completely breaking my implementation of it).
Finally, ore level needs to be the inverse of the block damage value so any unforeseen interaction with other mods that creates an ore block of value zero creates a legit block.
ore:0 is a valid block. The metadata represents the number of times it can be still mined, minus 1. There was no reason to exclude 0.
Numbers might be off by 1 in those middle ranges (9, 10, 11).
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
The nuggets provided by Harder Ores? Can you provide an example mod that supplies an ore so I can test?
Harder Ores only seems to provide iron nuggets, and the raw ores aside from iron, gold, and limonite only have usage recipes for the millstone and packager. The packager turns raw ores into these strange clear blocks with icons inside. I'm using Tinkers Construct, Railcraft, Immersive Engineering, and Thaumcraft, and those provide various nuggets.
Uh, no. Expanded Industry is specifically for things that enhance vanilla industry options, by moving the millstone, sifter, etc. into it, it is no longer standalone, while the items provided by Harder Ores worldgen would no longer be fully functional. The flowers have already been split out as a separate mod that functions independently. Each mod is self-contained mechanics: everything that effects ores and ore processing is in Harde Ores, crops and wildlife is Harder Wildlife, etc.
The windmill, sifter, and packager do have vanilla usefulness, like grinding wheat and bones or combining ingots. That seems like enough functionality to put them in Expanded Industry and then have Harder Ores add processing recipes for them. The Harder Ores mod is technically usable on its own if the player doesn't mind smelting everything to nuggets and then manually combining them. My point is just that the central feature of Harder Ores would be more useful to more people if it was more modular. Expanded Industry already has features for ore processing if you include the hoppers and rails, so it doesn't seem strange to me to move all ore processing features to that mod.
"Appropriate number of nuggets" is actually kind of difficult. It's always going to be more efficient to mine the block for the nuggets than to smelt the block (same as in vanilla) even if I provide those recipes. The only reason to silk-touch the ores would be to toss them into a grinder machine that is supported (IC2 only last I checked, I would have supported RoC, but I dropped direct support for that when Reika updated his API, completely breaking my implementation of it).
If mining the block normally drops 1-4 raw ores (whatever the numbers are), have it so mining the block with silk touch drops a level 1-4 hard ore block which can then be smelted to 1-4 nuggets depending on which level you got.
The issue here is you may just want to use silk touch for reasons outside of the mod. Some people just like having things like lapis take up less space. With Harder Ores you've suddenly got blocks that need to be put down again and mined with a different pick. No machine processing recipes or anything.
ore:0 is a valid block. The metadata represents the number of times it can be still mined, minus 1. There was no reason to exclude 0.
Harder Ores only seems to provide iron nuggets, and the raw ores aside from iron, gold, and limonite only have usage recipes for the millstone and packager. The packager turns raw ores into these strange clear blocks with icons inside. I'm using Tinkers Construct, Railcraft, Immersive Engineering, and Thaumcraft, and those provide various nuggets.
Oh, sorry I misunderstood. It should already detect nugget availability. Ah...I see, it's only adding a recipe for the dust. Noted.
Those "strange clear blocks" are effectively "1 Ore Block" worth of ore, which is oreDict'd to provide inter-mod compatibility. I had to do this because Rotary Craft's Extractor literally could not take items as input, only blocks.
The windmill, sifter, and packager do have vanilla usefulness, like grinding wheat and bones or combining ingots. That seems like enough functionality to put them in Expanded Industry and then have Harder Ores add processing recipes for them. The Harder Ores mod is technically usable on its own if the player doesn't mind smelting everything to nuggets and then manually combining them. My point is just that the central feature of Harder Ores would be more useful to more people if it was more modular. Expanded Industry already has features for ore processing if you include the hoppers and rails, so it doesn't seem strange to me to move all ore processing features to that mod.
"Has vanilla usefulness" is not the same as "standalone." Those recipes exist because the millstone makes sense to supply that kind of functionality. It'd be like adding a custom furnace that only smelts a mod-added ore and nothing from vanilla.
If mining the block normally drops 1-4 raw ores (whatever the numbers are), have it so mining the block with silk touch drops a level 1-4 hard ore block which can then be smelted to 1-4 nuggets depending on which level you got.
public int quantityDropped(int meta, int fortune, Random random) {
return 1 + fortune + random.nextInt(fortune+meta/6+1);
}
The issue here is you may just want to use silk touch for reasons outside of the mod. Some people just like having things like lapis take up less space. With Harder Ores you've suddenly got blocks that need to be put down again and mined with a different pick. No machine processing recipes or anything.
I'll note that down as an issue and do something about it eventually maybe when I have time again.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Ah, I didn't realize you wanted them all in one file. Well, I'm glad to have at least somewhat helped. I'm sorry I couldn't do more on short notice.
No worries.
What if you try
java -Xmx4G -XX:+UseG1GC -XX:MaxGCPauseMillis=50
i.e., let G1GC determine when to start collecting on it's own?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Interesting. I'll have to look into this. If you remove StreamsCoreMod or Optifine, does the problem go away?
Time-to-break is intentionally different in vanilla. As for the WAILA tooltip, if WAILA doesn't make the distinction by default, I won't either. IMO that's the job of the WAILA info-hiders. I only handled it for my block variants due to the specific stone fall mechanics as part of the mod, silverfish isn't within that purview (I just made sure silverfish could retreat to my blocks to cover the original vanilla mechanic).
Hey Draco18s, I know this is an older issue, but as I'm getting zero luck with some authors who've more or less abandoned their 1.7.10 mods, is it possible to add a config to blacklist dimensions from Harder Wildlife? Or is there already a facility for this? I just discovered this issue with TF, and Benimatic hasn't updated Twilight Forest in approximately 442 Minecraft years.
I'll see what I can do. Don't expect it in a hurry.
All in all it's just a
Nother ASM call
We don't need no mods to update
We don't need no mods at all
No Dark forests full of the monsters
Hey! Modders! Fix those bugs, update!
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
We don't need half-hearted updates,
We don't need some band-aid patch.
No flawed corrections in our modpacks.
Modders, make those fixes fast!
Hey! Modders! Send the bugs all home!
All in all you're doing all the work on your own!
All in all you're just a-nother block in the wall!
(Joking aside, thanks for all the work you're doing! This mod series is definitely a winner!)
12.20.0a available
GitHub api will be updated shortly to reflect recent changes. Expanded Industry gained a new feature today, although that feature requires HardLib to function (due to it relying on the ASM changes HardLib provides). This requirement is a soft requirement, the method is marked with an @Optional annotation, so Forge will strip out the method if HardLib is not present.
Hard Lib:
- Backported 1.8 Comparator ItemFrame detection note that this functions just as it does in 1.8, the comparator needs to be on the backside of the block
Hard Ores:
- Updated COG overrides now that Sprocket distribution names are set in stone (and have been for some time, but no one noticed)
Hard Wilds:
- Small tweak to make ice melt a little faster (may resolve some concerns about permanently frozen oceans)
- Thermometers and Hydrometers in item frames will output a signal based on the current weather conditions
- Power levels should correspond to the item's texture variants, with "ideal" coming in at a signal strength of 9
- Fixed an issue with the NEI gui texture living in the wrong place
Hard Underground:
- Improved hastable lookup for unstable stone
Expanded Industry:
- Backported 1.8 comparator signal strength on ItemFrame item rotation
- ItemFrames still only have 4 possible rotations, but the comparator will output 0 (no item), 1/3/5/7 signal strength for up/right/down/left rotations
Sorry about that, Reteo and I were trying to get those sorts of bugs resolved. That one got missed because it was using double-quotes rather than single quotes and I don't think he was using Mekanism.
Fix made and uploaded to Curse, should be visible in a few minutes.
I'm not asking for it to consume water or be aware of finite mechanics...the issue for me is that the sluice places a source block in the world at the exit end of the sluice, one block down. You probably did this to make the sluice look like water flows through and continues down the river. What would be awesome is a config option 'B:PlaceWaterSourceAtSluiceEnd=false' which stops the sluice from placing the block. The source water block seems to be aesthetic.
EDIT: Sorry to bring it up again -- my pack players are commenting about this being very exploitable.
I sorta forgot about that issue. Doing that is an easy fix.
Uploading now. By rights it should be a minor version, but that plays havoc with the version numbers and I am too lazy to deal with that right now.
Is there a way to add custom recipes to the windmill - for example, Natura barley? Is there Minetweaker support?
I haven't manged to figure out how to implement Minetweaker support. There isn't any documentation or examples.
Ostensibly there *is* a way to add recipes, but not from an end-user standpoint.
I'm not getting smelting recipes for raw ores to nuggets for any of the ore types except iron and gold, despite having mods that provide oredicted nuggets for most types.
Please consider moving all of the infrastructure and tool stuff out of Harder Ores and into Expanded Industry, and the ore flowers into their own mod. I think it'd be best for Harder Ores to just be the ore blocks and worldgen. The ore flower mod would be used alongside the other mods, rather than being completely standalone like the current one. I do really like the standalone ore flowers mod, although I wish there was a coal flower.
Also, silktouched hard ores really stand out as point of incompatibility/inconsistency. If possible, you could add smelting recipes for each level of each ore to make the appropriate number of nuggets, and then make a silktouched hard ore drop a random-level hard ore block with the same level as the number of raw ore items you'd get. I think this would be a good compromise between the usual benefits of silktouch and the mod's current behavior. You'd have to find some way to describe the ore level in the block name, though.
Finally, ore level needs to be the inverse of the block damage value so any unforeseen interaction with other mods that creates an ore block of value zero creates a legit block.
Edit: more configuration for ore flowers would be great. I find them to be too common, so I'd like to be able to reduce the number and make them more accurate. I agree with others that there should be dye recipes; I'd be fine with crafting multiple flowers to one dye.
The nuggets provided by Harder Ores? Can you provide an example mod that supplies an ore so I can test?
Uh, no. Expanded Industry is specifically for things that enhance vanilla industry options, by moving the millstone, sifter, etc. into it, it is no longer standalone, while the items provided by Harder Ores worldgen would no longer be fully functional. The flowers have already been split out as a separate mod that functions independently. Each mod is self-contained mechanics: everything that effects ores and ore processing is in Harde Ores, crops and wildlife is Harder Wildlife, etc.
"Appropriate number of nuggets" is actually kind of difficult. It's always going to be more efficient to mine the block for the nuggets than to smelt the block (same as in vanilla) even if I provide those recipes. The only reason to silk-touch the ores would be to toss them into a grinder machine that is supported (IC2 only last I checked, I would have supported RoC, but I dropped direct support for that when Reika updated his API, completely breaking my implementation of it).
ore:0 is a valid block. The metadata represents the number of times it can be still mined, minus 1. There was no reason to exclude 0.
Numbers might be off by 1 in those middle ranges (9, 10, 11).
Harder Ores only seems to provide iron nuggets, and the raw ores aside from iron, gold, and limonite only have usage recipes for the millstone and packager. The packager turns raw ores into these strange clear blocks with icons inside. I'm using Tinkers Construct, Railcraft, Immersive Engineering, and Thaumcraft, and those provide various nuggets.
The windmill, sifter, and packager do have vanilla usefulness, like grinding wheat and bones or combining ingots. That seems like enough functionality to put them in Expanded Industry and then have Harder Ores add processing recipes for them. The Harder Ores mod is technically usable on its own if the player doesn't mind smelting everything to nuggets and then manually combining them. My point is just that the central feature of Harder Ores would be more useful to more people if it was more modular. Expanded Industry already has features for ore processing if you include the hoppers and rails, so it doesn't seem strange to me to move all ore processing features to that mod.
If mining the block normally drops 1-4 raw ores (whatever the numbers are), have it so mining the block with silk touch drops a level 1-4 hard ore block which can then be smelted to 1-4 nuggets depending on which level you got.
The issue here is you may just want to use silk touch for reasons outside of the mod. Some people just like having things like lapis take up less space. With Harder Ores you've suddenly got blocks that need to be put down again and mined with a different pick. No machine processing recipes or anything.
The "minus 1" is what had me confused.
Oh, sorry I misunderstood. It should already detect nugget availability. Ah...I see, it's only adding a recipe for the dust. Noted.
Those "strange clear blocks" are effectively "1 Ore Block" worth of ore, which is oreDict'd to provide inter-mod compatibility. I had to do this because Rotary Craft's Extractor literally could not take items as input, only blocks.
"Has vanilla usefulness" is not the same as "standalone." Those recipes exist because the millstone makes sense to supply that kind of functionality. It'd be like adding a custom furnace that only smelts a mod-added ore and nothing from vanilla.
It doesn't work like that (note the integer division).
I'll note that down as an issue and do something about it eventually maybe when I have time again.
It's called a zero-indexed array.
Hey, Draco!
I'm back to my pack. Just like the leather achievement crash in HW 12.20.0a.