The Meaning of Life, the Universe, and Everything.
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ChemLab
Current version: CL3 1.0 RC1 "Lavoiser" [1.7.10]
Overall information:
ChemLab is a Minecraft mod targeted to increase SMP experience by overhauling and adding mechanic to create different types of survival activities for players. This mod is not recommended for SSP until you want heavy challenge to be on your way: at least more than one player is advised.
This is all about processing materials and creating advanced autonomous stuff, effectively progressing through tiers. ChemLab Tiers are not the same as in the other ore doubling(tripling) mods - by each tier you get access to more ways to process various resources flexibly changing outcome of your industrial empire.
FOLLOWING INFORMATION IS OUTDATED. CHECK END OF THE THREAD FOR ACTUAL INFO.(will fix front message later)
Current status:
For now this is PREVIEW version: there is only partial implementation of iron processing to show you how tiers and midtiers are going to be organized. Further parts of the mod will be released as big expansions for each major version along with minor bugfix versions. At the moment this mod IS NOT SUITABLE FOR STABLE GAMEPLAY due to some unfinished things in HOEnvironment which is base mod for ChemLab, providing some facilities to advanced features it posses. More information about them will be added later.
Hello. I want to show support for your mod and say it is really great and can't wait to see more features implemented.I had a look at the wiki and it looks like it provides decent documentation on how things work which you don't see in a lot of mods. I guess it would be best to start a new world when using this mod? Also I guess buildcraft is recomended to use with the mod. I wonder if Ender io can be used instead of buildcraft as it is compatible has some of the same functionality. Anyway it looks great so far.
Hello. I want to show support for your mod and say it is really great and can't wait to see more features implemented.I had a look at the wiki and it looks like it provides decent documentation on how things work which you don't see in a lot of mods. I guess it would be best to start a new world when using this mod? Also I guess buildcraft is recomended to use with the mod. I wonder if Ender io can be used instead of buildcraft as it is compatible has some of the same functionality. Anyway it looks great so far.
It is required to have new world: it generates vast areas of limestone and enormous iron-rich ore clusters along(Hematite) with small inclusions of pyrite and halite. Later, expansion 2(I plan to at least) will include incremental retrogen to update fresh and out-of-date worlds.
Buildcraft is not recommended - it is REQUIRED(and 5.x versions, not 6.x) to have it installed. It will not run without it at all(it uses gears, power and love from it. Nothing runs without those things xD).
You may consider using Applied Energistics 2 for automation: all ChemLab machines dump excessive inbound items to import buses attached to them which is useful for machines with multiple ingredients involved in processing due to synchroport limitations. I haven't tested it much, because this system is going to be deprecated with Feedstock Syndication Hub introduction(will be in 2.x versions), which is going to be lightning fast in terms of tick load and will operate nicely with AE, buildcraft pipes and other item transport systems.
As of PR-1.02(current version) it lacks some important features(Upcoming Features section on the wiki covers them). Planned to be released in a week or two.
The Meaning of Life, the Universe, and Everything.
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Today is important time for ChemLab: pr-2.00 "Full Cycle" version! This brings important things to automate ChemLab builds: Gas Chimney and HVLC Filler along with some heavy bugfixes. Later, 2.x versions will gradually bring more awesome features(Upcoming Features wiki section describes them), but talking about the current state - it is getting closer to become stable!
The Meaning of Life, the Universe, and Everything.
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As of ChemLab-1.7.2-pr-2.01-bde-hotfix the mod engine is stable, while gameplay is far from polished. I am currently working on a big 2.02 update which brings wires production chain and syndication system(it groups machines making them able to share items and work as one production unit, while not wasting ticks on item transfer. The only ticking thing in them are itemports. Yeah, optimization through gameplay benefits) along with small improvements(Tier Manager to disable ore processing overhauls). It is almost finished just needs more stability improvements, some finishing touches like some textures, nametagging, localization files and bugfixes in serialization of a new machine - "Syndication Hub". For 2.03 I plan to collect garbage in internal structure and add NEI support. In 2.04 I plan to induce more ores and processing along with some BuildCraft convenience stuff(but it is a secret for now) and then I will possibly being able to declare it beta, not alpha xD
Words are boring, but some indev pics will fix the situation:
The Meaning of Life, the Universe, and Everything.
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And I present you the team of machines in a new ChemLab products family coming in pr-2.02: on top - Syndication Hub, and from left to right: Syndication ItemPort, Quenching Machine, Metal Former, Automatic Drawplate, Industrial Mixer, Syndication EMF Generator and Syndication EMF Capacitor, all interconnected using Syndication Bus Multipipe. There is also IO Multitool - device to reboot pipes which lost connection to SH due to some issues or to designate new connection branches as adhoc. In fact everything is complete there, but there are some exploits and bugs present. I need to fix them first and all goodies will be shipped to you when it is done! +there are some more additional machines. It depends on how I will feel about their completeness to release with 2.02 or to keep them indev for next versions.
Technical gibberish:
-In 2.02 machines no longer reload their processing data NBT if chunk was unloaded and loaded again(some chunkloaders may do this). So it is faster now. But if chunk was unloaded and then loaded after a while it will require full data reload(but if HOEMTA is overloaded it may skip data detachment and have it stored long enough to catch it back without reloading NBT)
-2.02 is supplied with preliminary implementation of HOEKeepAlive. It allows machines to run in unloaded chunks, but it is not yet in usable state(and disabled by default). Plan to finish it later.
The Meaning of Life, the Universe, and Everything.
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ChemLab PR-2.02 is out! More things to mess with: Syndication System and Wire Industry(which is small for now)! Are you tired of predefined multiblocks? Now you can define what your factory is going to be: Complex interconnected grid or organized rack-based industrial complex. Get it on curseforge when it became reviewed, but beware it can be more broken than 2.01(or maybe not. I was testing it like never before, but only a user can find something new and unexpected, isn't it? xD). There was a lot of changes and optimizations. CL is going to be the one able to harness powers of modern computers and server hardware without lagging MC to death. And this goal is partially completed as of current version.
Thank you all who downloaded previous versions and the ones who waited for update. Your feedback made it possible to progress further.
Notice: recipe indication is now improved. Machines will indicate required item by default, but will be unable to show its amount if it is zero or one in stack. To fix this I created small coremod which task is to make it possible for CL to hook into stack rendering without breaking anything(especially NEI). I will post download link for it soon in the main topic post.
Changelog(ChemLab PR-2.02):
Required BC version elevated to 6.0.16+ Required Forge version elevated to 10.12.1.1079
Added Automatic Drawplate
Added EMFBatteries
Added HOE KeepAlive(disabled, please, don't try to enable it yet)
Added IOMultitool
Added ItemPort
Added MetalFormationMachine
Added Mixer
Added Pipes
Added Quenching Chamber
Added Scrapmetal
Added TierManager(may be broken, if yes will fix in next version)
Added Wire Coating Extruder
Added Wire Industry
Added more crash protection
Added more debug output
Added multiinventory UI for crafters
Added recipe indication(check coremod section in the mod info)
Added some textures
Added temporal hacky VersionChecker implementation
All recipes are now tagged
Changed MJ transfer value from 100 to 25
Closed loose recipes
Code cleanups
Fixed EvaporationUnit storage size
Fixed GasChimney regression
Fixed Programmer Stack regression
Fixed Scattered Worldgen crash
Fixed broken MJ receptor on servers
Fixed broken recipes
Fixed item GUI derping and a dupe bug
Fixed multiinit exploit
Fixed performance leak on chunk reload
Fixed production bug(lost secondary items)
Fixed special machines
Fixed synchronization and flickering
Refactored all recipe-based machines
Removed some debug output
HOE:Added HOEFingerprint implementation
HOE:Fixed broken remote representation in SMP
HOE:TileEntity onPostLoad hack implementation
HOE:HOEData disconnection fixed
HOE:Internal API maintenance
HOE:Major server fixes
Currently I am going to upload files on my wiki for alternate access and update topic main post. Then I will write documentation about syndication system and new wires industry for the mod wiki.
The Meaning of Life, the Universe, and Everything.
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ChemLab PR-2.03 is out! In a form of 1.7.10 version. It is faster and more reliable. Synchroports are updated incrementally now: this means if you have some machines they will take and spit items as fast as possible, while in big developed worlds they will take time to bufferize items first leveraging use of syndication system to make it fast again. Currently available on CurseForge. There is 1.7.2 version but it was generated automatically and may be broken.
This update is marked BETA as being the final one in a "Full Cycle" CL expansion. More of 2.xx generation will arrive if it will break for some reason. The next one is planned to be 3.00 with more stuff to play: future changes will be announced later on the wiki in the UPCOMING FEATURES section, but some teasing keywords: powergen, bc gates, lab. And btw this is awesome time for feedback and suggestions.
Warning: Version Checker support for 1.7.10 is severely broken.
Known Issues: desyndicated machines forget to enable its synchroport back(chunk reload fixes this)
Thanks for the fast reply. I really should go to bed Going to see how long I can switch my sleep around. Everytime I try to use this mod something bad happens haha. Ever since the very first chem like mod Hopefully Blood fixes it soon!
BTW the Cauldron bug was fixed a few hours ago. Everything seems to work now. I have never used the mod myself so I have a lot to learn but I placed all the machine blocks and interacted with it so far so good.
The Meaning of Life, the Universe, and Everything.
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Announcement: If you find ChemLab interesting and fun to play you may want to apply for joining official whitelisted CL server. There is nothing extraordinary but this will help me catch possible rare bugs, improve balance, tweak performance and refine some concepts. If you are interested, PM me or better - contact me using IRC: #ChemLab @ esper.net . Overview information is available on CL wiki frontpage.
Overall information:
ChemLab is a Minecraft mod targeted to increase SMP experience by overhauling and adding mechanic to create different types of survival activities for players. This mod is not recommended for SSP until you want heavy challenge to be on your way: at least more than one player is advised.
This is all about processing materials and creating advanced autonomous stuff, effectively progressing through tiers. ChemLab Tiers are not the same as in the other ore doubling(tripling) mods - by each tier you get access to more ways to process various resources flexibly changing outcome of your industrial empire.
Wiki: http://chemlab.sg-st...ku.php?id=start
FOLLOWING INFORMATION IS OUTDATED. CHECK END OF THE THREAD FOR ACTUAL INFO.(will fix front message later)
Current status:
For now this is PREVIEW version: there is only partial implementation of iron processing to show you how tiers and midtiers are going to be organized. Further parts of the mod will be released as big expansions for each major version along with minor bugfix versions. At the moment this mod IS NOT SUITABLE FOR STABLE GAMEPLAY due to some unfinished things in HOEnvironment which is base mod for ChemLab, providing some facilities to advanced features it posses. More information about them will be added later.
Bugtracker: https://github.com/I...blicArea/issues
Downloads:
http://minecraft.curseforge.com/mc-mods/220315-chemlab
Changelogs: http://chemlab.sg-st...p?id=changelogs
Requirements:
Minecraft 1.7.10
Latest Minecraft Forge(tested with 10.13.0.1187)
BuildCraft(tested with 6.0.17+) undefined
ISH Coremod
It is recommended to be installed using MultiMC
Thank you for checking this out
Not because something is ,does it mean that it should be.
It is not beta, because it is not feature-complete yet, but thanks!
Feedback will be appreciated
Looking forward to the full/stable release
It is required to have new world: it generates vast areas of limestone and enormous iron-rich ore clusters along(Hematite) with small inclusions of pyrite and halite. Later, expansion 2(I plan to at least) will include incremental retrogen to update fresh and out-of-date worlds.
Buildcraft is not recommended - it is REQUIRED(and 5.x versions, not 6.x) to have it installed. It will not run without it at all(it uses gears, power and love from it. Nothing runs without those things xD).
You may consider using Applied Energistics 2 for automation: all ChemLab machines dump excessive inbound items to import buses attached to them which is useful for machines with multiple ingredients involved in processing due to synchroport limitations. I haven't tested it much, because this system is going to be deprecated with Feedstock Syndication Hub introduction(will be in 2.x versions), which is going to be lightning fast in terms of tick load and will operate nicely with AE, buildcraft pipes and other item transport systems.
As of PR-1.02(current version) it lacks some important features(Upcoming Features section on the wiki covers them). Planned to be released in a week or two.
Pics->Clicks conversion policy:
Words are boring, but some indev pics will fix the situation:
http://imgur.com/a/jaoL6
And I present you the team of machines in a new ChemLab products family coming in pr-2.02: on top - Syndication Hub, and from left to right: Syndication ItemPort, Quenching Machine, Metal Former, Automatic Drawplate, Industrial Mixer, Syndication EMF Generator and Syndication EMF Capacitor, all interconnected using Syndication Bus Multipipe. There is also IO Multitool - device to reboot pipes which lost connection to SH due to some issues or to designate new connection branches as adhoc. In fact everything is complete there, but there are some exploits and bugs present. I need to fix them first and all goodies will be shipped to you when it is done! +there are some more additional machines. It depends on how I will feel about their completeness to release with 2.02 or to keep them indev for next versions.
Technical gibberish:
-In 2.02 machines no longer reload their processing data NBT if chunk was unloaded and loaded again(some chunkloaders may do this). So it is faster now. But if chunk was unloaded and then loaded after a while it will require full data reload(but if HOEMTA is overloaded it may skip data detachment and have it stored long enough to catch it back without reloading NBT)
-2.02 is supplied with preliminary implementation of HOEKeepAlive. It allows machines to run in unloaded chunks, but it is not yet in usable state(and disabled by default). Plan to finish it later.
Notice: recipe indication is now improved. Machines will indicate required item by default, but will be unable to show its amount if it is zero or one in stack. To fix this I created small coremod which task is to make it possible for CL to hook into stack rendering without breaking anything(especially NEI). I will post download link for it soon in the main topic post.
Changelog(ChemLab PR-2.02):
Required Forge version elevated to 10.12.1.1079
Added Automatic Drawplate
Added EMFBatteries
Added HOE KeepAlive(disabled, please, don't try to enable it yet)
Added IOMultitool
Added ItemPort
Added MetalFormationMachine
Added Mixer
Added Pipes
Added Quenching Chamber
Added Scrapmetal
Added TierManager(may be broken, if yes will fix in next version)
Added Wire Coating Extruder
Added Wire Industry
Added more crash protection
Added more debug output
Added multiinventory UI for crafters
Added recipe indication(check coremod section in the mod info)
Added some textures
Added temporal hacky VersionChecker implementation
All recipes are now tagged
Changed MJ transfer value from 100 to 25
Closed loose recipes
Code cleanups
Fixed EvaporationUnit storage size
Fixed GasChimney regression
Fixed Programmer Stack regression
Fixed Scattered Worldgen crash
Fixed broken MJ receptor on servers
Fixed broken recipes
Fixed item GUI derping and a dupe bug
Fixed multiinit exploit
Fixed performance leak on chunk reload
Fixed production bug(lost secondary items)
Fixed special machines
Fixed synchronization and flickering
Refactored all recipe-based machines
Removed some debug output
HOE:Added HOEFingerprint implementation
HOE:Fixed broken remote representation in SMP
HOE:TileEntity onPostLoad hack implementation
HOE:HOEData disconnection fixed
HOE:Internal API maintenance
HOE:Major server fixes
Small thingie for your industrial needs:
This update is marked BETA as being the final one in a "Full Cycle" CL expansion. More of 2.xx generation will arrive if it will break for some reason. The next one is planned to be 3.00 with more stuff to play: future changes will be announced later on the wiki in the UPCOMING FEATURES section, but some teasing keywords: powergen, bc gates, lab. And btw this is awesome time for feedback and suggestions.
Warning: Version Checker support for 1.7.10 is severely broken.
Known Issues: desyndicated machines forget to enable its synchroport back(chunk reload fixes this)
http://pastebin.com/5TgRfGSV
Check out my Let's Play Series:
It is Cauldron bug and it is known( https://github.com/Itaros/ChemLab-PublicArea/issues/3 ), but thank you for report.
Thanks for the fast reply. I really should go to bed Going to see how long I can switch my sleep around. Everytime I try to use this mod something bad happens haha. Ever since the very first chem like mod Hopefully Blood fixes it soon!
Check out my Let's Play Series:
Check out my Let's Play Series: