Changelog: EER 0.4.1 (9-21-2014)
Fix flying ring using WAY more EMC than it should
Fix failure to initialize EMC registry
Properly fix AE2 crafting bug, philosopher's stones now take damage again
Redo the flying ring to be better and faster using the Baubles API. This makes a Baubles a REQUIRED mod.
That would explain it. Server-related issues are that annoying trifecta of common (if you aren't careful), hard to debug, and somewhat difficult to fix that makes you just want to not even look for them. I'll look into it in the next release.
Also, release 0.5.0 now up, look in my post on the previous page.
One thing I really wish had been added into EE2 was the abilty to add, remove and change EMC values for blocks and items. I host a small server and I want to be able to change the settings so it's as over or under powered as I like. If you could add this I think alot of people would prefer it as then they get to decide how they want to play.
So I finally learned how to do network-syncing properly (not as easy as it sounds, since there's practically no documentation out there about how to do this in 1.7), and now you get to enjoy the fruits of my labor. After two weekends practically booked solid with a particularly insidious school project, I'm now on Thanksgiving break, so I can give you..
Release 0.5.1
Changelog:
Fix condenser shift-click dupe bug described to me via video (by the way, if you've got balance suggestions, just tell me in the thread; I'll listen and I want this mod to make players have to work to be OP)
Fix condensers getting horribly out of sync when playing on servers, at the cost of them becoming very laggy (as in, network/ping lag, not overusing-resources lag)
Fix calcinators getting out of sync, as well as not saving their state if you closed the game while they were burning
Add a crafting recipe for the Red Matter Pickaxe
Implement the Red Matter Pickaxe's right-click ability, Instamine (note that it can be disabled or made more expensive in the config file)
Note that Red Matter Pickaxes in-world may disappear in the next update, since I'm changing them so I can add more Red Matter tools more easily
One thing I really wish had been added into EE2 was the abilty to add, remove and change EMC values for blocks and items. I host a small server and I want to be able to change the settings so it's as over or under powered as I like. If you could add this I think alot of people would prefer it as then they get to decide how they want to play.
Just my two-penneth for the day!
I really want to add this feature, however it gets into a much deeper issue: I don't understand Pahimar's EMC system. I mean, I understand the basic principles by which it operates, but in terms of what code does what, I've never taken a good look at it and am not sure I'd understand if I tried. From what I have seen, it seems like Pahimar meant to add this feature, but the code I have doesn't seem to support it yet. Then again, I remember someone making a git commit to his repository that a feature like this, I'll have to check it out.
Awesome mod! I really wanted to try the condenser but tekkit wouldnt work and i couldnt downgrade to 1.2.5 so this really made my day! Thank you sooooo much!
Btw i cant find the recipes anywhere on the original EE page the wiki expired, and on the wiki for reborn there isnt a section for recipes. There isnt really a "How to install" section on this forum too, that could be drawing people away. Also is there a overview of what all these things do? and how to use them?
Thanks and i hope i didn't suggest too much
Heh, yeah, documentation... doesn't really exist yet. I really need to work on that (only 3 more posts until I can edit my main post again). Adding an install section is a good idea, especially since it's not that clear that you need Baubles to make this work. I also see your point about the getting started guide, I remember, one morning in middle school, a long time ago, sitting there reading the EE2 Getting Started guide, enthralled by all of the things that you could do. In fact, that was probably one of the main reasons I started developing this.
'Ello there, liking the work you've done with this so far. EE2 was undeniably one of my favorite mods to mess with back in the day. Glad it's being remade with full/most of the previous functionality. I did run into a few bugs after testing the most recent (0.5.2) version:
1.(main) The Calcinator seems to just eat items that you're trying to burn, and then crash. So far, it's only happened while trying to burn multiple Aeternalis Fuel; 2 in the top with a Mobius for fuel on the bottom, the first AF disappears as normal and tries to transmute, then shortly after, the second disappears mid-burn, and then after a similar delay, the game will crash. It will, however, show the transmuted item in the output area after reloading the world, sometimes with the fuel still in the fuel slot. I suspect it has to do with an invalid timer, as it seems to be trying to burn the items at about 2.5x the rate that it's actually indicating, or something like that. I'm not totally sure as I don't know anything about modding or coding or any of the sort. I should probably also note that currently the crash only seems to happen when the Calcinator GUI is open, but will sometimes happen again immediately after reloading the same world, though the load-crash chain dies out after only one or two loads.
2.(secondary) After testing both with and without a Klein Star, the Transmutation Tablet still seems to give out the wrong item in return. The earlier video someone posted is about the exact same as what's happening now.
3.(minor) While I realize this mod is still a WIP, I feel I should mention Relays not having an interact-able GUI. Just incase that does happen to also be a bug. Though condensers are a good (if expensive) alternative to EMC storage I suppose.
4.(minor) Unsure if this is related to the other three problems, but I notice in the mod list that, even though I'm using 0.5.2, it's still listed as 0.5.0. Likely just an oversight in changing the listed mod version, but it's there nonetheless.
Aside from that, I'm really liking it so far. Admittedly, I've been testing this mod in an already active world with other mods, so these bugs may even be due to some sort of conflict. I'll include a crash log for the Calcinator bug here for you to look over: http://pastebin.com/F9pZzbFN
Patiently waiting to see how this continues to develop. Also, 2 more posts left. I would suggest updating OP with the new links and update logs as soon as you're able. It could be confusing for some, seeing the first link and they end up downloading the wrong version.
On a side note, I could swear I already had a Curse account, but I ended up having to make a new one since I couldn't get into it. Oh well I guess.
Edit: After further testing, I've found that even some vanilla items don't even appear in the Tablet, such as pumpkins, Jack-O-Lanterns, and torches. Will update as more is found.
Edit 2: I've discovered the Calcinator crash isn't only limited to Aeternalis Fuel. The same recently happened when trying to burn coal into Verdant Dust, only this time I didn't even have time to add fuel to the bottom. Probably due to the increased burning speed compared to AF or a diamond. In any case, it seems likely to me now to be the input slot of the Calcinator that's causing the problem.
Edit 3: And now it's crashed without even being near the Calcinator after putting a diamond to burn. I've officially no clue why this is happening anymore.
Sorry for all these edits, I just want to avoid double-posting: Something I only recently noticed about the machines is that the Dark Matter variants require Red Matter Upgrades, making the Dark Matter Upgrades a mere stepping stone to upgrading machines even once. Though it doesn't seem intentional, in terms of balance its rather disproportional.
After only recently trying to use an upgrade directly on a machine, the system works just fine. For some reason, only through crafting does it make you use Red Matter Upgrades to create tier 2 machines. By simply right-clicking a machine with the upgrade, it will be upgraded normally. Apologies for the confusion, though the recipe bug might be looked into. In relation to Red Matter itself, I notice it has no definitive EMC amount though vanilla/EER materials are used to make it. After doing the math, the total EMC of the Redstone Dust, Blaze Powder, and 3 Dark Matter comes out to 320,288. Food for thought.
this thread seems to be dead, sad* to say it was and still should be in place instead of pahimar's new EECRAP
Edit: Words with * at the end were spelled wrongly
I'm not dead I'm working on an EMC setting GUI, but my life is super busy so progress is slow. Hopefully I can release it along with a red matter tool in a week or two.
The only item from EE2 I really miss is the Talisman of Repair. I've been using Project E because I dont really like the Aludel and that stuff to make the Phil Stone. Heck, if I had my way or even knew anything about making a mod, I'd have a standalone mod of just the Talisman of Repair.
Still, cool to see this mod is still in the works.
What's wrong with my image? Also, i'm about 90% sure he fixed the bug for the next update but ok!
Just in case anyone missed this while downloading the mod.
Baubles is here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294623-baubles-1-0-1-8-updated-11-9-2014
I have fixed the image now! (I hope...)
Yes, I have a LAN server up.
Also, release 0.5.0 now up, look in my post on the previous page.
< That is it
Just my two-penneth for the day!
Release 0.5.1
Changelog:
Fix condenser shift-click dupe bug described to me via video (by the way, if you've got balance suggestions, just tell me in the thread; I'll listen and I want this mod to make players have to work to be OP)
Fix condensers getting horribly out of sync when playing on servers, at the cost of them becoming very laggy (as in, network/ping lag, not overusing-resources lag)
Fix calcinators getting out of sync, as well as not saving their state if you closed the game while they were burning
Add a crafting recipe for the Red Matter Pickaxe
Implement the Red Matter Pickaxe's right-click ability, Instamine (note that it can be disabled or made more expensive in the config file)
Note that Red Matter Pickaxes in-world may disappear in the next update, since I'm changing them so I can add more Red Matter tools more easily
Download: https://www.dropbox.com/s/j0g63p5vn0v6mhm/EquivalentExchangeReborn-1.7.10-0.5.1.jar?dl=0
EDIT: Oops, forgot download link.
I really want to add this feature, however it gets into a much deeper issue: I don't understand Pahimar's EMC system. I mean, I understand the basic principles by which it operates, but in terms of what code does what, I've never taken a good look at it and am not sure I'd understand if I tried. From what I have seen, it seems like Pahimar meant to add this feature, but the code I have doesn't seem to support it yet. Then again, I remember someone making a git commit to his repository that a feature like this, I'll have to check it out.
Heh, yeah, documentation... doesn't really exist yet. I really need to work on that (only 3 more posts until I can edit my main post again). Adding an install section is a good idea, especially since it's not that clear that you need Baubles to make this work. I also see your point about the getting started guide, I remember, one morning in middle school, a long time ago, sitting there reading the EE2 Getting Started guide, enthralled by all of the things that you could do. In fact, that was probably one of the main reasons I started developing this.
1.(main) The Calcinator seems to just eat items that you're trying to burn, and then crash. So far, it's only happened while trying to burn multiple Aeternalis Fuel; 2 in the top with a Mobius for fuel on the bottom, the first AF disappears as normal and tries to transmute, then shortly after, the second disappears mid-burn, and then after a similar delay, the game will crash. It will, however, show the transmuted item in the output area after reloading the world, sometimes with the fuel still in the fuel slot. I suspect it has to do with an invalid timer, as it seems to be trying to burn the items at about 2.5x the rate that it's actually indicating, or something like that. I'm not totally sure as I don't know anything about modding or coding or any of the sort. I should probably also note that currently the crash only seems to happen when the Calcinator GUI is open, but will sometimes happen again immediately after reloading the same world, though the load-crash chain dies out after only one or two loads.
2.(secondary) After testing both with and without a Klein Star, the Transmutation Tablet still seems to give out the wrong item in return. The earlier video someone posted is about the exact same as what's happening now.
3.(minor) While I realize this mod is still a WIP, I feel I should mention Relays not having an interact-able GUI. Just incase that does happen to also be a bug. Though condensers are a good (if expensive) alternative to EMC storage I suppose.
4.(minor) Unsure if this is related to the other three problems, but I notice in the mod list that, even though I'm using 0.5.2, it's still listed as 0.5.0. Likely just an oversight in changing the listed mod version, but it's there nonetheless.
Aside from that, I'm really liking it so far. Admittedly, I've been testing this mod in an already active world with other mods, so these bugs may even be due to some sort of conflict. I'll include a crash log for the Calcinator bug here for you to look over: http://pastebin.com/F9pZzbFN
Patiently waiting to see how this continues to develop. Also, 2 more posts left. I would suggest updating OP with the new links and update logs as soon as you're able. It could be confusing for some, seeing the first link and they end up downloading the wrong version.
On a side note, I could swear I already had a Curse account, but I ended up having to make a new one since I couldn't get into it. Oh well I guess.
Edit: After further testing, I've found that even some vanilla items don't even appear in the Tablet, such as pumpkins, Jack-O-Lanterns, and torches. Will update as more is found.
Edit 2: I've discovered the Calcinator crash isn't only limited to Aeternalis Fuel. The same recently happened when trying to burn coal into Verdant Dust, only this time I didn't even have time to add fuel to the bottom. Probably due to the increased burning speed compared to AF or a diamond. In any case, it seems likely to me now to be the input slot of the Calcinator that's causing the problem.
Edit 3: And now it's crashed without even being near the Calcinator after putting a diamond to burn. I've officially no clue why this is happening anymore.
Sorry for all these edits, I just want to avoid double-posting:
Something I only recently noticed about the machines is that the Dark Matter variants require Red Matter Upgrades, making the Dark Matter Upgrades a mere stepping stone to upgrading machines even once. Though it doesn't seem intentional, in terms of balance its rather disproportional.After only recently trying to use an upgrade directly on a machine, the system works just fine. For some reason, only through crafting does it make you use Red Matter Upgrades to create tier 2 machines. By simply right-clicking a machine with the upgrade, it will be upgraded normally. Apologies for the confusion, though the recipe bug might be looked into. In relation to Red Matter itself, I notice it has no definitive EMC amount though vanilla/EER materials are used to make it. After doing the math, the total EMC of the Redstone Dust, Blaze Powder, and 3 Dark Matter comes out to 320,288. Food for thought.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
Please help
[.url=https://www.youtube.com/user/BlackastFava/featured]
Edit: Words with * at the end were spelled wrongly
Please click my eggs, they would love it
Still, cool to see this mod is still in the works.