Just thought I'd share here, as well this is where people would be interested. I'm adding the Thermal Expansion API myself to the core JS files, and I'll likley post again/more here when I have more done. So far it sucessfuly detects TE and you can get items registered by TE, register an item with TE, and print all items registered with TE (as in ingots, ores, dusts, etc). I plan on implementing various levels of access to the Crafting managers - the only one that seems troublesome is the magma crucible, which is a bit of a pickle, given that one main reason I was originally doing this was to try to add Underground biomes stone/cobble to the Magma Crucible so I could melt them into lava too without say recrafting to vanilla and losing 3 each.
Edit: Well, the magma crucible and the liquid transposer are probably gong to be the hardest, given they use LiquidStacks, something that seems not to be covered at all in say core.js yet.
Edit 2:Well, I realised I should test my functions( :P) and I'm running into a problem. thermalexpansion.api.items.ItemRegistry is a public static final class with a few functions, one of which is printItemNames, which takes no arguments and prints to stdout. However, I can't seem to call it, at least with /eval. http://puu.sh/3CnHq.jpg Any ideas? I have no idea what's wrong here, as far as I can tell from your ee js, I should be doing it right.
Works for me, no problems yet. It's quite interesting to look at your core.js and such, I might have to look into like how you support mods, as I'm quite curious now.
That would be nice - you probably could check if say that sun.org.mozilla.javascript.internal.Context class exists and use either the script engine based upon the integrated Rhino or a downloaded Rhino that way (including maybe stopping MC loading with an error if there is also no external Rhino engine in the classpath and provide a DL link). Then, you just need to figure out how to adapt everything else. >.> I'd try to help, except Forge setup is broken on my computer, with weird errors coming from the diff patching. Probably something to do with how I have Cygwin, MinGW+MSYS, GitMSYS, and maybe more all on the same computer.
- Flaeme, out.
Hmm, I'm getting a weird crash on startup. http://paste.ubuntu.com/5862061/ It seems that Sun has shuffled/removed things in Java 8 for Nashorn, which has broken your Rhino script engine. Any ideas other than downgrading to 7 again? I like not needing to worry about PermGen space.
- Flaeme, out.
Your use of the phrase "gear shaft things or whatever" - which to me implies you are not even fully sure they are different things - indicates that you have not yet understood the power system. Also, your comment makes it appear that you think RC power is binary on/off. It is not, and to think otherwise would make it impossible to understand the power system. Read the forum thread's first post and the "Useful notes" sections of the handbook.
As for not seeing steel in the handbook, then you have not looked enough; it makes two very clear appearances detailing its production, one in machines as "Blast Furnace" (the actual machine to make it) and one on itself.
I know that there are many different methods of power transfer - as mentioned before you even get to the machines. I didn't feel like looking back for the exact names, but failed on guessing (I might have even had MC restarting at the time too). I do admit, I missed that the shafts work without the lubricant as well, just not as efficient. I guess my remaining problem/question is that if I use say a DC engine, it doesn't provide enough power or torque, so I would need to use the industrial coil to store it or something? And then, wouldn't I still need a clutch so as not to waste power? In fact, how does that work? It probably keeps turning/using the power when attached to a machine, but what about when there is a clutch in the way, and it is decoupled? Does the power not "get used" then? I don't know, I'm probably overthinking this somehow anyways.
Oh, and as to steel, yes, I just missed it, but looking, I still don't think you mention how to build up heat before you have a heater (but I know lava below will do it).
Hah. I'm not quite sure where to get started, besides how to make steel (something which certainly doesn't seem to really be anywhere in the guidebook thing). I know that to transfer power I need the gear shaft things or whatever, but those need to be lubricated, and to get lubricant you need to grind the canola seeds, but to power the grinder, you need power. Seems like a non-resolvable loop there, to me. And like really, the book touches on all the cool machines first, but no mention of the infrastructure needed to make them or anything, nor the recipes for some of the components you see. Am I just missing something? Am I reading it wrong? I have no idea. Oh well.
- Flaeme, out.
The easy Nether star recipe does not make sence. How is a person suposed to get Wither skele sculs in Peacefull?
As mentioned on the last page, you can set up a peaceful table in a nether fortress to not only get the normal nether spawns (ghast, pigman, mod added mobs), but also blazes and wither skeletons. Fun fact - the peaceful table ignores the normal spawn room limitations, as they never matter because the mob does not exist long enough to even take suffocation damage, so you can just plop it in a closed in hallway and get everything, even ghasts. They are rare drops though, so the table can burn through a few iron swords before you get enough skulls. Diamond swords, especially if you can get Sharpness V Unbreaking III Looting III in some manner, are the best option. (Enchanting Plus...)
- Flaeme, out.
I've been playing with this mod for the past week or so, along with some other mods, when suddenly it stopped working after I closed and re-opened Minecraft about an hour ago. I removed all the mods (except Forge) and tried re-adding them one at a time to find out which mod cause the error. It turns out that it works with all the mods except for Ars Magica. Even with Ars Magica alone, it causes the error. Can anyone tell me why this happened and how I can fix it?
Time: 6/20/13 3:00 AM
Description: Failed to start game
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.String.substring(Unknown Source)
at net.minecraftforge.common.Configuration.load(Configuration.java:589)
at net.minecraftforge.common.Configuration.<init>(Configuration.java:100)
at mithion.arsmagica.PowerConfig.<init>(PowerConfig.java:41)
at mithion.arsmagica.AMCore.preInit(AMCore.java:436)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.6.0_29, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
Memory: 329777384 bytes (314 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.17.722 Minecraft Forge 7.8.0.722 4 mods loaded, 4 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.17.722} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.722} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
ArsMagica{5.52.012} [Ars Magica] (ArsMagica_5.52.012.zip) Unloaded->Constructed->Errored
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4300/4500 Series GL version 3.3.10524 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
There's a problem with your Ars Magica power config (AM_Power.cfg). Try either opening it and looking for any =-1 in it, or just delete it.
- Flaeme, out.
Hehe I tried to indicate that only the first part was aimed at you, because IIRC double posts are usually frowned on on this forum (except for maybe people bumping their mod/texturepack thread on updates ETC). Rest of it was more like random thoughts/ideas/a little rant.
Oh, and yes, change your block ID's. It is what is wrong. Wish it could at least do it in a way that the normal Forge messages on block conflicts could print out, as otherwise the only choice you have is change the Rotarycraft IDs, as you cannot tell what the other block is without searching every single config right now.
- Flaeme, out.
Nope, up to you actually. It's a ID conflict, even if you are sure it isn't. The default numbering means that that MI block is right on a 100 boundary(as far as I can tell), and by blind luck, I kept on choosing the exact numbers of blocks in other mods. Eventually, I started up MC without it, made an ID dump with NEI, looked at it, and laughed at my horrible luck. MC starts with RotaryCraft now, and I am excited to try it out. If you don't have NEI available for whatever reason - just keep guessing. I recommend changing everything to be maybe 1560 up by hand - It was free for me from 1530 to 1600, but that highly depends.
Now, onto what I have to say about this mod:
From the description, it kind of sounds like part of what Gregorious wanted to achieve with Gregtech. The tech tier might take a while, but there are really cool rewards and such, and this mod implements a power system that I have seen attempted many times before - mechanical power. Cogs of the machine did it (but I believe that has not been updated). BtW has done it (but it is just a dumbed down version). Buildcraft technically has it, I believe (officially it is pneumatic IIRC), but that is very simplified as well. I guess I'm just attracted to more realistic things at times - I went on a rant over the GT industrial blast furnace once on IRC, even RC did it better IMO (although I doubt any mod will come closer than TFC, but that is because TFC is a whole different level(but now that I think about it, a furnacing system that could be totally automated but is still fairly realistic would be very cool(I wonder about those TConstruct smelteries...no method of getting steel without lucky chainmail drops/villagers selling it or other mods adding it(Which meant I sadly HAD to use GT methods to get steel(which means going up the whole GT techtree until the industrial blast furnace before you can even go to the nether(I mean, really? he changes the flint and steel to need a steel nugget instead of iron ingot which makes sense and is also a convenient way to force people to not use the easier and more realistic RC way of steel until you get to the nether(or you have say ThaumCraft or something, but that's a whole new boat(Yay nested parentheses!))))))). So I'm looking forward to messing with this some, and now that I have written this long wall of text with not really anything important in it (except maybe the contents of the most inner nested parentheses), I will go to play with RotaryCraft now. :3
- Flaeme, out.
Edit: Jeez that really is quite a big wall, especially with the forums forcing text wrapping. Heh.
Just wanted to let you know - your one glowstone block to 36 redstone transmutation can never work, as EE3 already adds a glowstone block to 4 glowstone transmutation. I was trying to make more redstone, and ran into that.
I have to say - thanks so much for this. Being able to "open" folders is awesome, and I was able to fix a bug that was crashing me on loading - I started a furnace with the EE3 minium stone in my hand which crashed me, so I changed the selected item to something else. Easier to understand than NBTEdit too, IMO.
Since you liked it, I have an idea that I always wanted to see in a mod, a button that works as a lever [i.e. you right click once to turn the redstone signal on, again to turn it off]. For the simple fact that I prefer the look of button over levers.
Huh, cool. I have both Basic Components (Universal Electricity) and Railcraft installed, so I have no need for another way to get steel, but you seem like a nice person, and open to helping(i.e. the steel mod was a request, I gather). Saving this thread, in case good things come out of it.
- Flaeme, out.
Hmm. I have some questions about the change log, which I might address directly at mDiyo on IRC if I can, but I have a few ideas, for tools (and maybe even materials).
Elaborating on the shears idea above, it sounds cool in concept, but would likely end up being like the battlesign - cool in concept, but not much better than the alternative. You can already enchant shears with books (and therefore get cobwebs in vanilla minecraft), and I have a hard time imagining what else is wanted for them. Better metals would probably only change durability, as with other materials. Lapis would be nice, I guess, for more string/wool, but it might need to be scaled down IMO. I feel like I would just put enough for a visible level 1 on or something. Silky would allow you to gather cobwebs, yes, but that feels like it would be pointless. Maybe allow it to gather ``leather strips'' that can be combined (tied together?) to make leather, and feathers directly from chickens (on cooldowns, of course(maybe related to eating grass?)). And while gathering leather doesn't make much sense, maybe silky makes them not notice it? And rain / snow could damage them while on cooldown, maybe. Don't want to leave your poor skinless cows out in the rain!
Second, as for bows (a long-wanted and awaited feature). If I were the main coder of this mod, I would make it be made of say a rod, one of the sword guards (not sure which off the top of my head, maybe crossbar, to represent the grip/aligner thing), and a new wire (maybe an ingot of metal to make). Arrows could be made with lower-tier rods (up to iron, maybe), flint (replaceable with stone shards, if we get a way to directly make them), and feathers. Different rod materials wouldn't affect damage - only a chance to still get the arrow back when it hits a mob - it would drop as an item. There would be a flat chance to always loose it (head shattered, fletching tore off), but the shaft is the weakest part, and making that stronger helps you save/keep arrows.
If a wire is added - there are also several other possibilities, although I can't think of any good ones at this point. A good example would maybe be making it placable and act like string on the ground, except it probably wouldn't be able to activate tripwire hooks, and would be more visible - maybe a cheaper way to make a visible path? it could be explosion resistant, float like string, and maybe be walkable on while sneaking (as in in the air walking (tightropes, anyone?)).
Finally, an annoyance of mine - it seems that there is no good way to get half an ingot out of a smeltery intact, other than say adding another clump/whatever, and your only option then is to waste it, by say pouring it into a basin, then breaking the basin. Maybe a clump cast, or pouring into an ingot cast makes the clump? I know I could have made another rod or something, but dangit I don't need another alumite rod - I was using it as it's the best non-nether material available AFAIK, and I wasn't gonna use my stash of them on a chisel + pan - it's reserved if I need repairs on my pick/sword, and fast.
Hope you see something in there you find interesting mDiyo, and I really like TConstruct - I was worried by your repairing changes, but with no cap, I feel it's quite justified. I don't mind needing more metal to repair my pick or whatever over time - I have moss on the expensive things too, so I don't have to worry too much, and it still leaves a good balance for custom maps (like CTM ones) IMO, although I feel there should be some way to at least get alumite without *needing* aluminum.
TL, DR: Not quite sure how shears would work out with usefulness, ideas for bows and extra ideas if you add metal wires, annoyed about having to waste half an ingot in some form - making an item I won't need/use, and thoughts on changes/custom map balance.
-Flaeme, out.
(Also <3 this forum software allowing you to provide a list of wanted fonts on order. :3)
1
Just thought I'd share here, as well this is where people would be interested. I'm adding the Thermal Expansion API myself to the core JS files, and I'll likley post again/more here when I have more done. So far it sucessfuly detects TE and you can get items registered by TE, register an item with TE, and print all items registered with TE (as in ingots, ores, dusts, etc). I plan on implementing various levels of access to the Crafting managers - the only one that seems troublesome is the magma crucible, which is a bit of a pickle, given that one main reason I was originally doing this was to try to add Underground biomes stone/cobble to the Magma Crucible so I could melt them into lava too without say recrafting to vanilla and losing 3 each.
Edit: Well, the magma crucible and the liquid transposer are probably gong to be the hardest, given they use LiquidStacks, something that seems not to be covered at all in say core.js yet.
Edit 2:Well, I realised I should test my functions( :P) and I'm running into a problem. thermalexpansion.api.items.ItemRegistry is a public static final class with a few functions, one of which is printItemNames, which takes no arguments and prints to stdout. However, I can't seem to call it, at least with /eval. http://puu.sh/3CnHq.jpg Any ideas? I have no idea what's wrong here, as far as I can tell from your ee js, I should be doing it right.
0
0
- Flaeme, out.
0
- Flaeme, out.
0
I know that there are many different methods of power transfer - as mentioned before you even get to the machines. I didn't feel like looking back for the exact names, but failed on guessing (I might have even had MC restarting at the time too). I do admit, I missed that the shafts work without the lubricant as well, just not as efficient. I guess my remaining problem/question is that if I use say a DC engine, it doesn't provide enough power or torque, so I would need to use the industrial coil to store it or something? And then, wouldn't I still need a clutch so as not to waste power? In fact, how does that work? It probably keeps turning/using the power when attached to a machine, but what about when there is a clutch in the way, and it is decoupled? Does the power not "get used" then? I don't know, I'm probably overthinking this somehow anyways.
Oh, and as to steel, yes, I just missed it, but looking, I still don't think you mention how to build up heat before you have a heater (but I know lava below will do it).
0
- Flaeme, out.
0
As mentioned on the last page, you can set up a peaceful table in a nether fortress to not only get the normal nether spawns (ghast, pigman, mod added mobs), but also blazes and wither skeletons. Fun fact - the peaceful table ignores the normal spawn room limitations, as they never matter because the mob does not exist long enough to even take suffocation damage, so you can just plop it in a closed in hallway and get everything, even ghasts. They are rare drops though, so the table can burn through a few iron swords before you get enough skulls. Diamond swords, especially if you can get Sharpness V Unbreaking III Looting III in some manner, are the best option. (Enchanting Plus...)
- Flaeme, out.
0
There's a problem with your Ars Magica power config (AM_Power.cfg). Try either opening it and looking for any =-1 in it, or just delete it.
- Flaeme, out.
0
Hehe I tried to indicate that only the first part was aimed at you, because IIRC double posts are usually frowned on on this forum (except for maybe people bumping their mod/texturepack thread on updates ETC). Rest of it was more like random thoughts/ideas/a little rant.
Oh, and yes, change your block ID's. It is what is wrong. Wish it could at least do it in a way that the normal Forge messages on block conflicts could print out, as otherwise the only choice you have is change the Rotarycraft IDs, as you cannot tell what the other block is without searching every single config right now.
- Flaeme, out.
0
Nope, up to you actually. It's a ID conflict, even if you are sure it isn't. The default numbering means that that MI block is right on a 100 boundary(as far as I can tell), and by blind luck, I kept on choosing the exact numbers of blocks in other mods. Eventually, I started up MC without it, made an ID dump with NEI, looked at it, and laughed at my horrible luck. MC starts with RotaryCraft now, and I am excited to try it out. If you don't have NEI available for whatever reason - just keep guessing. I recommend changing everything to be maybe 1560 up by hand - It was free for me from 1530 to 1600, but that highly depends.
Now, onto what I have to say about this mod:
From the description, it kind of sounds like part of what Gregorious wanted to achieve with Gregtech. The tech tier might take a while, but there are really cool rewards and such, and this mod implements a power system that I have seen attempted many times before - mechanical power. Cogs of the machine did it (but I believe that has not been updated). BtW has done it (but it is just a dumbed down version). Buildcraft technically has it, I believe (officially it is pneumatic IIRC), but that is very simplified as well. I guess I'm just attracted to more realistic things at times - I went on a rant over the GT industrial blast furnace once on IRC, even RC did it better IMO (although I doubt any mod will come closer than TFC, but that is because TFC is a whole different level(but now that I think about it, a furnacing system that could be totally automated but is still fairly realistic would be very cool(I wonder about those TConstruct smelteries...no method of getting steel without lucky chainmail drops/villagers selling it or other mods adding it(Which meant I sadly HAD to use GT methods to get steel(which means going up the whole GT techtree until the industrial blast furnace before you can even go to the nether(I mean, really? he changes the flint and steel to need a steel nugget instead of iron ingot which makes sense and is also a convenient way to force people to not use the easier and more realistic RC way of steel until you get to the nether(or you have say ThaumCraft or something, but that's a whole new boat(Yay nested parentheses!))))))). So I'm looking forward to messing with this some, and now that I have written this long wall of text with not really anything important in it (except maybe the contents of the most inner nested parentheses), I will go to play with RotaryCraft now. :3
- Flaeme, out.
Edit: Jeez that really is quite a big wall, especially with the forums forcing text wrapping. Heh.
0
0
0
http://forum.feed-the-beast.com/threads/myrathis-mod-compendium.18505/
The switches mod. I feel you would like it.
0
- Flaeme, out.
0
Elaborating on the shears idea above, it sounds cool in concept, but would likely end up being like the battlesign - cool in concept, but not much better than the alternative. You can already enchant shears with books (and therefore get cobwebs in vanilla minecraft), and I have a hard time imagining what else is wanted for them. Better metals would probably only change durability, as with other materials. Lapis would be nice, I guess, for more string/wool, but it might need to be scaled down IMO. I feel like I would just put enough for a visible level 1 on or something. Silky would allow you to gather cobwebs, yes, but that feels like it would be pointless. Maybe allow it to gather ``leather strips'' that can be combined (tied together?) to make leather, and feathers directly from chickens (on cooldowns, of course(maybe related to eating grass?)). And while gathering leather doesn't make much sense, maybe silky makes them not notice it? And rain / snow could damage them while on cooldown, maybe. Don't want to leave your poor skinless cows out in the rain!
Second, as for bows (a long-wanted and awaited feature). If I were the main coder of this mod, I would make it be made of say a rod, one of the sword guards (not sure which off the top of my head, maybe crossbar, to represent the grip/aligner thing), and a new wire (maybe an ingot of metal to make). Arrows could be made with lower-tier rods (up to iron, maybe), flint (replaceable with stone shards, if we get a way to directly make them), and feathers. Different rod materials wouldn't affect damage - only a chance to still get the arrow back when it hits a mob - it would drop as an item. There would be a flat chance to always loose it (head shattered, fletching tore off), but the shaft is the weakest part, and making that stronger helps you save/keep arrows.
If a wire is added - there are also several other possibilities, although I can't think of any good ones at this point. A good example would maybe be making it placable and act like string on the ground, except it probably wouldn't be able to activate tripwire hooks, and would be more visible - maybe a cheaper way to make a visible path? it could be explosion resistant, float like string, and maybe be walkable on while sneaking (as in in the air walking (tightropes, anyone?)).
Finally, an annoyance of mine - it seems that there is no good way to get half an ingot out of a smeltery intact, other than say adding another clump/whatever, and your only option then is to waste it, by say pouring it into a basin, then breaking the basin. Maybe a clump cast, or pouring into an ingot cast makes the clump? I know I could have made another rod or something, but dangit I don't need another alumite rod - I was using it as it's the best non-nether material available AFAIK, and I wasn't gonna use my stash of them on a chisel + pan - it's reserved if I need repairs on my pick/sword, and fast.
Hope you see something in there you find interesting mDiyo, and I really like TConstruct - I was worried by your repairing changes, but with no cap, I feel it's quite justified. I don't mind needing more metal to repair my pick or whatever over time - I have moss on the expensive things too, so I don't have to worry too much, and it still leaves a good balance for custom maps (like CTM ones) IMO, although I feel there should be some way to at least get alumite without *needing* aluminum.
TL, DR: Not quite sure how shears would work out with usefulness, ideas for bows and extra ideas if you add metal wires, annoyed about having to waste half an ingot in some form - making an item I won't need/use, and thoughts on changes/custom map balance.
-Flaeme, out.
(Also <3 this forum software allowing you to provide a list of wanted fonts on order. :3)