Just a bit curious, does machines (crushers and etc.) in this mod support oredict or ores add by other mods?
To be specific PFAA geologica adds a realstic underground generation system for rocks and ores, it will be great if these two mods can work together :D.
Also is it possible to disable the world gen completely?
Just a bit curious, does machines (crushers and etc.) in this mod support oredict or ores add by other mods?
To be specific PFAA geologica adds a realstic underground generation system for rocks and ores, it will be great if these two mods can work together :D.
Also is it possible to disable the world gen completely?
No, they don't support oredict for all recipes: but recipes query ore dict for some things like dusts and minor stuff like that. PFAA geologica looks fun. Thanks for information: will add support in the todo list.
In default package - it is not possible to select "no worldgen" on current version, but it is possible to compile custom worldgen definition with no ores(this is a feature for modpacks). Will consider as a possible option to do it without pain for future version.
No, they don't support oredict for all recipes: but recipes query ore dict for some things like dusts and minor stuff like that. PFAA geologica looks fun. Thanks for information: will add support in the todo list.
In default package - it is not possible to select "no worldgen" on current version, but it is possible to compile custom worldgen definition with no ores(this is a feature for modpacks). Will consider as a possible option to do it without pain for future version.
Good to hear that
BTW do you have something like a roadmap for planned features?
ooooooh finally a mod that plays with petrochem, I have been looking for such stuff for ages, are you planning to add kinetic and thermodynamic factors (k, Ea and etc.) to you chemical part?
I'm a chemical engineer myself, so if you have any problems regarding the process I'll be able to help.
ooooooh finally a mod that plays with petrochem, I have been looking for such stuff for ages, are you planning to add kinetic and thermodynamic factors (k, Ea and etc.) to you chemical part?
I'm a chemical engineer myself, so if you have any problems regarding the process I'll be able to help.
As CL 1.x and 2.x being more as base test of concept and technology(machines multithreading) behind it and is still limited and follows standard minecraft processing dogma(except it requires explicit process selection in the machine) making it not so deep. But atm I am performing heavy reworkings of how machines handle input\output so, yes, there are plans to induce some facilities to handle that(and they will play nicely with heat exchange mechanic), but they might not be present at full extent in CL 3.00(That is why they aren't announced in Upcoming Features). Things moving that way and will be fully deployed somewhere in 3.x version family.
No, they don't support oredict for all recipes: but recipes query ore dict for some things like dusts and minor stuff like that. PFAA geologica looks fun. Thanks for information: will add support in the todo list.
In default package - it is not possible to select "no worldgen" on current version, but it is possible to compile custom worldgen definition with no ores(this is a feature for modpacks). Will consider as a possible option to do it without pain for future version.
plz add also Undeground Biome Constructs (its near PFAA i think) and metallurgy support ...
Having a serious issue while testing.
A few second after putting down any of you machines, the game freezes without giving a crash
I've made a thread dump: http://pastebin.com/EaxnURfH
And some problems looking at the recipes:
Iron making in a multimod environment: Vanilla iron ores can be macerated into iron dust directly by IC, AE and TE then smelted to iron.
Proposed solution: add config option to disable vanilla iron ore generation
Also the ore generation seem to be a bit crazy since I found a entire river bed made of Pt ore and sometime a entire chunk of iron
Having a serious issue while testing.
A few second after putting down any of you machines, the game freezes without giving a crash
Seems to be related to CoFH Core. We need more data. If anyone can replicate the freeze with latest Forge, latest CL, latest BuildCraft and latest CoFH Core let me know your hardware, OS and java version and additional details you may find.
Workaround is to set "B:EnableRenderSorting=true" to false in cofh/client.cfg.
Btw, CL-pr-3.00 goes well and there are some heavy changes to some basic recipes and machine configuration mechanic: like the ability to select input\output or strip machine casing to reuse it in crafting.
Author of PFAA here; it seems we have very similar goals. Geologica is the first piece of the puzzle, adding realistic ore generation. I'm totally supportive of other mods making use of the new materials. Gregtech already makes extensive use of them. If you think it makes sense, when ChemLab is installed, I'll have Geologica behave like it does when Gregtech is installed, i.e., it will use the actual mineral names when registering ores. The code for PFAA is up on github (lawremi/PerFabricaAdAstra), so you can look inside to see all the names. You'll also notice that there is a sophisticated underlying chemical model, including a detailed thermodynamic model based on the Shomate equation from the NIST. My plan is to have the complex model manifested at different levels of complexity in the game. I'd be interested in your thoughts. ChemLab looks awesome.
Author of PFAA here; it seems we have very similar goals. Geologica is the first piece of the puzzle, adding realistic ore generation. I'm totally supportive of other mods making use of the new materials. Gregtech already makes extensive use of them. If you think it makes sense, when ChemLab is installed, I'll have Geologica behave like it does when Gregtech is installed, i.e., it will use the actual mineral names when registering ores. The code for PFAA is up on github (lawremi/PerFabricaAdAstra), so you can look inside to see all the names. You'll also notice that there is a sophisticated underlying chemical model, including a detailed thermodynamic model based on the Shomate equation from the NIST. My plan is to have the complex model manifested at different levels of complexity in the game. I'd be interested in your thoughts. ChemLab looks awesome.
Yes, it would be great to have CL being treated as something able to utilize things without "hints" The only thing which bothers me in Geologica is it having import dependencies on Chemica. Will Geologica stay standalone in future? If yes, I will add official support somewhere in CL 3.x version series.
The Meaning of Life, the Universe, and Everything.
Location:
Moscow
Join Date:
4/28/2014
Posts:
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Minecraft:
Itaros
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Sorry for lack of updates recently: there is CL3 silently brewing which will change how things are processed in modded minecraft at all, and frustration from original CL will be removed by a lot of additional convenience tools like Configurable IO and close interoperability with superior mod called AE2.This is getting better and major feature of CL3 will be PFAA Geologica integration which become possible due to help from wormzjl.
There are still a lot of things to do and polish before CL3 will make it to the public. For release plans, sneakpeeks and random things feel free to subscribe to my twitter: https://twitter.com/ItarosMoplok
The Meaning of Life, the Universe, and Everything.
Location:
Moscow
Join Date:
4/28/2014
Posts:
47
Minecraft:
Itaros
Member Details
Will CL3 without CL3(except CIO - it is working, tested and included) features will be suitable(just updated to work along with AE2 powergrid and PFAA Geologica resources along with some weird recipes )? Multiblocks and chemical reactors are heavily indev and bug/crash galore
To be specific PFAA geologica adds a realstic underground generation system for rocks and ores, it will be great if these two mods can work together :D.
Also is it possible to disable the world gen completely?
No, they don't support oredict for all recipes: but recipes query ore dict for some things like dusts and minor stuff like that. PFAA geologica looks fun. Thanks for information: will add support in the todo list.
In default package - it is not possible to select "no worldgen" on current version, but it is possible to compile custom worldgen definition with no ores(this is a feature for modpacks). Will consider as a possible option to do it without pain for future version.
Good to hear that
BTW do you have something like a roadmap for planned features?
I'm a chemical engineer myself, so if you have any problems regarding the process I'll be able to help.
As CL 1.x and 2.x being more as base test of concept and technology(machines multithreading) behind it and is still limited and follows standard minecraft processing dogma(except it requires explicit process selection in the machine) making it not so deep. But atm I am performing heavy reworkings of how machines handle input\output so, yes, there are plans to induce some facilities to handle that(and they will play nicely with heat exchange mechanic), but they might not be present at full extent in CL 3.00(That is why they aren't announced in Upcoming Features). Things moving that way and will be fully deployed somewhere in 3.x version family.
plz add also Undeground Biome Constructs (its near PFAA i think) and metallurgy support ...
A few second after putting down any of you machines, the game freezes without giving a crash
I've made a thread dump:
http://pastebin.com/EaxnURfH
And some problems looking at the recipes:
Iron making in a multimod environment: Vanilla iron ores can be macerated into iron dust directly by IC, AE and TE then smelted to iron.
Proposed solution: add config option to disable vanilla iron ore generation
Also the ore generation seem to be a bit crazy since I found a entire river bed made of Pt ore and sometime a entire chunk of iron
Seems to be related to CoFH Core. We need more data. If anyone can replicate the freeze with latest Forge, latest CL, latest BuildCraft and latest CoFH Core let me know your hardware, OS and java version and additional details you may find.
Workaround is to set "B:EnableRenderSorting=true" to false in cofh/client.cfg.
you can use ores plus for disabling any vanilla generation
Btw, CL-pr-3.00 goes well and there are some heavy changes to some basic recipes and machine configuration mechanic: like the ability to select input\output or strip machine casing to reuse it in crafting.
This is the type of mod I'm looking for!
Yes, it would be great to have CL being treated as something able to utilize things without "hints" The only thing which bothers me in Geologica is it having import dependencies on Chemica. Will Geologica stay standalone in future? If yes, I will add official support somewhere in CL 3.x version series.
'Cause.... I like to live dangerously!
As small example of a next-gen CL Machine - EAF with a wiki page preview: http://chemlab.sg-studio.ru/doku.php?id=chemlab:machines:earcfurnace .
^Btw, this tool at the right is from HiTU.
There are still a lot of things to do and polish before CL3 will make it to the public. For release plans, sneakpeeks and random things feel free to subscribe to my twitter: https://twitter.com/ItarosMoplok
Once CL3 will be finished and released there will be no need in Buildcraft anymore