• 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from laimbol»

    I normally time out when I first see the structure biome (and when it is timing out I don't think the server would register the block being placed)


    In that case, I would suggest moving more slowly to allow worldgen to catch up.


    Quote from xFaceMcShootyx»

    I'm not sure if this is the right place for a bug report, but- RotaryCraft latest version (currently V29g) The shaft power bus is "making up" more devices than it is connected to. I have it connected to 61 fans, but when i look at the power bus controller it says power is being split between 13712 devices (and climbing). I've attached screenshots. if you need my logs let me know.



    Are chunks in the region being constantly unloaded and reloaded?



    Has the option of altering the generation seed of the Chromaticraft Dimension been removed from the cofigs ?




    That was never an option - the seed is randomly assigned every time it is generated, and always has been.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from undefined »

    Quote from IAimBotI»

    Apparently world gen is multithreaded in later versions (cough chroma dim cough) . . . and with the 1.17/1.18 max height/depth changes I could imagine it being possible, but probably not.


    That multithreading also makes complex worldgen extremely difficult to do safely.





    Is it possible to change the time it takes for the Chroma dim to reset? I keep timing out when I find a structure on my server, last time I just moved it over to sp, but preferably I would be able to do some puzzles on the server. . .

    Use persistence crystals.


    Quote from CornPlanter»

    Why doesn't this work? Items get dropped into the reservoir (at least it looks that way visually) but alloying process does not start. If I throw them in by hand in this exact setup, it does work. I also used OpenBlocks Item Dropper with no results.



    Neither of those droppers preserve the player, and as such there is "missing" progression.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from CornPlanter»

    @Reika: Propeller Blade Cast cannot be put into Pattern Chest unlike Tinkers' Construct's casts. I'm not sure if this is important enough to open an issue, nor if you can do anything about it without modifying TC code / configs though.


    The pattern chest only accepts their item ID.


    Quote from IAimBotI»

    Couldn't find if anyone else asked this before (maybe it is a dumb question) but are your mods multi threaded?



    In what part? MC, like most games (but to an even higher degree than usual) is not an environment amenable to threading anything that affects the game loop or world.


    Quote from IAimBotI»


    I am only thinking about it in how the ReC flywheel is used, from what I know currently, it seems it can be used to delay losing shaft power after it is no longer outputting, though unless you have some alarm for when it losses power. . .


    The ReC flywheel is for use with power systems that cannot handle fluctuating input (as LP turbine output is constantly varying). This chiefly was for ElC, though in the seven years since that was added the ElC generators were changed to no longer accept that power level and the RC turbine generator was given an ElC mode.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from CornPlanter»

    Gyatlov, its not like Reika keeps hiring private detectives to find whether his mods are used in private packs ;) The reason he wants to restrict their usage in public packs (AFAIK) is that their creators often like to mess with recipes in misguided attempts to "fix" the "balance" and consequently players get a subpar experience (like schizophrenic progression tiers or unable to progress at all due to circular requirements), and so they think these mods are very bad and/or retarded. And then go and report bugs to Reikas site on account of a mess pack creators made.




    This.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from CornPlanter»

    No, I use it all the time, it's neither pain nor does it require a flywheel. Power is very stable as long as you provide a charged shaft core and an alternating redstone signal.




    Properly alternating. Most people just use the ExU clock - ie a short pulse at a rate of one per second - and assume that the resulting extreme variability is just how the AC engine is.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from dhalek»

    My game crashed the very moment when my lumen repeaters exploded. This normally is the time, crystal repeaters are unlocked, right? I tried again, this time without crash but also without any achievement.

    So do I have any chance to get crystal repeaters unlocked? Am I missing something here?


    ---- Minecraft Crash Report ----
    // Shall we play a game?

    Time: 16.05.21 18:34
    Description: Unexpected error

    java.lang.NullPointerException: Unexpected error
    at net.minecraft.tileentity.TileEntity.func_145839_a(TileEntity.java:69)
    at Reika.ChromatiCraft.Block.BlockActiveChroma$TileEntityChroma.func_145839_a(BlockActiveChroma.java:244)
    at Reika.ChromatiCraft.Block.BlockActiveChroma$TileEntityChroma.onDataPacket(BlockActiveChroma.java:264)
    at net.minecraft.client.network.NetHandlerPlayClient.func_147273_a(NetHandlerPlayClient.java:1144)
    at net.minecraft.network.play.server.S35PacketUpdateTileEntity.func_148833_a(SourceFile:55)
    at net.minecraft.network.play.server.S35PacketUpdateTileEntity.func_148833_a(SourceFile:10)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
    at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1602)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at net.minecraft.tileentity.TileEntity.func_145839_a(TileEntity.java:69)
    at Reika.ChromatiCraft.Block.BlockActiveChroma$TileEntityChroma.func_145839_a(BlockActiveChroma.java:244)
    at Reika.ChromatiCraft.Block.BlockActiveChroma$TileEntityChroma.onDataPacket(BlockActiveChroma.java:264)
    at net.minecraft.client.network.NetHandlerPlayClient.func_147273_a(NetHandlerPlayClient.java:1144)
    at net.minecraft.network.play.server.S35PacketUpdateTileEntity.func_148833_a(SourceFile:55)
    at net.minecraft.network.play.server.S35PacketUpdateTileEntity.func_148833_a(SourceFile:10)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
    at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)

    -- Affected level --
    Details:
    Level name: MpServer
    All players: 1 total; [EntityClientPlayerMP['dhalek'/1476, l='MpServer', x=22,58, y=72,62, z=113,85]]
    Chunk stats: MultiplayerChunkCache: 625, 625
    Level seed: 0
    Level generator: ID 00 - default, ver 1. Features enabled: false
    Level generator options:
    Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
    Level time: 9548137 game time, 14317024 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
    Forced entities: 64 total; [EntityBat['Bat'/20494137, l='MpServer', x=87,13, y=32,29, z=77,64], EntityPig['Pig'/258, l='MpServer', x=98,31, y=72,00, z=187,53], EntityBat['Bat'/20494139, l='MpServer', x=42,75, y=14,82, z=182,75], EntityZombie['Zombie'/20229152, l='MpServer', x=-53,50, y=27,00, z=95,50], EntityChicken['Chicken'/22, l='MpServer', x=49,34, y=89,00, z=172,69], EntitySkeleton['Skeleton'/20433683, l='MpServer', x=-31,50, y=18,00, z=103,50], EntitySkeleton['Skeleton'/20661533, l='MpServer', x=-13,50, y=60,00, z=144,50], EntityItem['item.item.sulphur'/20038172, l='MpServer', x=-21,56, y=12,06, z=89,78], EntityCreeper['Creeper'/20148239, l='MpServer', x=7,50, y=16,00, z=65,50], EntityBat['Bat'/20573819, l='MpServer', x=-43,70, y=36,16, z=121,63], EntityItem['item.item.string'/20425840, l='MpServer', x=35,22, y=17,13, z=68,00], EntityBat['Bat'/20573810, l='MpServer', x=5,70, y=40,31, z=179,56], EntityBat['Bat'/20573815, l='MpServer', x=1,94, y=39,01, z=180,52], EntityBabySkeleton['Baby Skeleton'/20697697, l='MpServer', x=-27,12, y=31,00, z=60,46], EntityBabySkeleton['Baby Skeleton'/20697696, l='MpServer', x=-29,50, y=31,00, z=62,50], EntitySkeleton['Skeleton'/20655451, l='MpServer', x=58,50, y=17,00, z=95,50], EntityWitch['Witch'/20655450, l='MpServer', x=-12,50, y=35,00, z=167,50], EntityWitch['Witch'/20655449, l='MpServer', x=-11,50, y=35,00, z=168,50], EntitySlime['Slime'/19778625, l='MpServer', x=-21,31, y=34,00, z=60,31], EntityBat['Bat'/20567895, l='MpServer', x=2,27, y=15,85, z=101,64], EntitySheep['Sheep'/114, l='MpServer', x=-52,50, y=76,00, z=126,91], EntitySheep['Sheep'/115, l='MpServer', x=-53,13, y=79,00, z=125,94], EntitySheep['Sheep'/118, l='MpServer', x=-54,44, y=69,00, z=152,34], EntitySheep['Sheep'/120, l='MpServer', x=-46,34, y=71,00, z=164,47], EntitySheep['Sheep'/121, l='MpServer', x=-54,91, y=68,00, z=158,72], EntityBat['Bat'/20374199, l='MpServer', x=-33,91, y=48,89, z=64,06], EntitySheep['Sheep'/130, l='MpServer', x=-41,66, y=69,00, z=123,16], EntitySheep['Sheep'/131, l='MpServer', x=-32,22, y=64,00, z=123,50], EntitySheep['Sheep'/132, l='MpServer', x=-45,94, y=69,00, z=124,03], EntitySheep['Sheep'/134, l='MpServer', x=-35,09, y=67,00, z=132,59], EntityPig['Pig'/135, l='MpServer', x=-45,06, y=63,00, z=149,59], EntitySheep['Sheep'/6811635, l='MpServer', x=94,78, y=55,00, z=74,53], EntityZombie['Zombie'/6811634, l='MpServer', x=-26,53, y=42,00, z=91,94], EntitySheep['Sheep'/150, l='MpServer', x=-28,56, y=63,00, z=125,25], EntityZombie['Zombie'/6811633, l='MpServer', x=-36,50, y=37,00, z=94,97], EntityClientPlayerMP['dhalek'/1476, l='MpServer', x=22,58, y=72,62, z=113,85], EntityZombie['Zombie'/151, l='MpServer', x=-8,63, y=63,00, z=143,97], EntityZombie['Zombie'/152, l='MpServer', x=-11,31, y=61,00, z=145,03], EntityZombie['Zombie'/153, l='MpServer', x=-10,50, y=44,00, z=184,97], EntityChicken['Chicken'/154, l='MpServer', x=-22,59, y=66,00, z=172,63], EntityZombie['Zombie'/158, l='MpServer', x=-6,75, y=43,00, z=182,75], EntityItem['item.item.egg'/19421110, l='MpServer', x=-21,97, y=65,13, z=176,38], EntityZombie['Zombie'/159, l='MpServer', x=-11,94, y=44,00, z=189,38], EntityPig['Pig'/853421, l='MpServer', x=-10,13, y=68,00, z=69,09], EntitySheep['Sheep'/160, l='MpServer', x=-25,34, y=73,00, z=187,44], EntityBallLightning['Kitrino Ball Lightning'/20436373, l='MpServer', x=72,63, y=69,58, z=117,77], EntitySlime['Slime'/9963838, l='MpServer', x=85,69, y=17,00, z=119,69], EntityZombie['Zombie'/174, l='MpServer', x=-18,03, y=45,00, z=190,44], EntityBlaze['Blaze'/7427550, l='MpServer', x=24,46, y=-84,32, z=-11,36], EntityZombie['Zombie'/176, l='MpServer', x=-17,59, y=46,00, z=169,03], EntityCreeper['Creeper'/20675211, l='MpServer', x=-7,50, y=61,00, z=91,50], EntityBat['Bat'/20449932, l='MpServer', x=-10,13, y=43,64, z=185,56], EntityBat['Bat'/20449934, l='MpServer', x=12,72, y=40,85, z=169,75], EntitySheep['Sheep'/187, l='MpServer', x=28,22, y=66,00, z=143,50], EntityPig['Pig'/206, l='MpServer', x=89,47, y=63,00, z=139,31], EntityZombie['Zombie'/207, l='MpServer', x=50,69, y=10,00, z=180,31], EntityZombie['Zombie'/208, l='MpServer', x=50,31, y=10,00, z=180,69], EntitySlime['Slime'/14913586, l='MpServer', x=-5,31, y=36,00, z=72,31], EntitySpark['Spark'/222, l='MpServer', x=86,50, y=68,50, z=127,50], EntityZombie['Zombie'/223, l='MpServer', x=81,47, y=33,00, z=136,97], EntityBat['Bat'/20362452, l='MpServer', x=43,22, y=21,04, z=179,48], EntityBat['Bat'/20323036, l='MpServer', x=-22,42, y=58,04, z=143,80], EntityZombie['Zombie'/20673233, l='MpServer', x=-8,50, y=44,00, z=168,50], EntityBat['Bat'/20635333, l='MpServer', x=-41,48, y=51,24, z=35,64]]
    Retry entities: 0 total; []
    Server brand: fml,forge
    Server type: Integrated singleplayer server
    Stacktrace:
    at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
    at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_291, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 2240239984 bytes (2136 MB) / 5502926848 bytes (5248 MB) up to 10737418240 bytes (10240 MB)
    JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx10G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 38 mods loaded, 38 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
    UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
    UCHIJAAAA appliedenergistics2-core{rv2-stable-10} [AppliedEnergistics2 Core] (minecraft.jar)
    UCHIJAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
    UCHIJAAAA NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
    UCHIJAAAA <DragonAPI ASM>{0} [DragonAPI ASM Data Initialization] (minecraft.jar)
    UCHIJAAAA appliedenergistics2{rv2-stable-10} [Applied Energistics 2] (appliedenergistics2-rv2-stable-10.jar)
    UCHIJAAAA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
    UCHIJAAAA qmunitylib{1.0} [QmunityLib] (QmunityLib-1.7.10-0.1.114-universal.jar)
    UCHIJAAAA bluepower{0.2.962} [Blue Power] (BluePower-1.7.10-0.2.962-universal.jar)
    UCHIJAAAA Botania{r1.8-249} [Botania] (Botania+r1.8-249.jar)
    UCHIJAAAA ChickenChunks{1.3.4.19} [ChickenChunks] (ChickenChunks-1.7.10-1.3.4.19-universal.jar)
    UCHIJAAAA ForgeMultipart{1.2.0.345} [Forge Multipart] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
    UCHIJAAAA ExtraUtilities{1.2.12} [Extra Utilities] (extrautilities-1.2.12.jar)
    UCHIJAAAA Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)
    UCHIJAAAA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
    UCHIJAAAA TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
    UCHIJAAAA DragonAPI{v29g} [DragonAPI] (DragonAPI+1.7.10+V29g.jar)
    UCHIJAAAA ChromatiCraft{v29g} [ChromatiCraft] (ChromatiCraft+1.7.10+V29g.jar)
    UCHIJAAAA RotaryCraft{v29g} [RotaryCraft] (RotaryCraft+1.7.10+V29g.jar)
    UCHIJAAAA ElectriCraft{v29a} [ElectriCraft] (ElectriCraft+1.7.10+V29a.jar)
    UCHIJAAAA enderutilities{0.5.3} [Ender Utilities] (enderutilities-1.7.10-0.5.3.jar)
    UCHIJAAAA GeoStrata{v29a} [GeoStrata] (GeoStrata+1.7.10+V29a.jar)
    UCHIJAAAA gravestone{0.7.10.3} [Gravestone] (GraveStone+Mod+0.7.10.3.jar)
    UCHIJAAAA journeymap{5.1.4p2} [JourneyMap] (journeymap-1.7.10-5.1.4p2-unlimited.jar)
    UCHIJAAAA Mekanism{9.1.1} [Mekanism] (Mekanism-1.7.10-9.1.1.1031.jar)
    UCHIJAAAA MekanismGenerators{9.1.1} [MekanismGenerators] (MekanismGenerators-1.7.10-9.1.1.1031.jar)
    UCHIJAAAA MekanismTools{9.1.1} [MekanismTools] (MekanismTools-1.7.10-9.1.1.1031.jar)
    UCHIJAAAA naturescompass{1.3.1} [Nature's Compass] (NaturesCompass-1.7.10-1.3.1.jar)
    UCHIJAAAA recipehandler{1.7.10} [NoMoreRecipeConflict] (NoMoreRecipeConflict-0.3(1.7.10).jar)
    UCHIJAAAA rftools{4.23} [RFTools] (rftools-4.23.jar)
    UCHIJAAAA SilentGems{1.3.14} [Silent's Gems] (SilentGems-1.7.10-1.3.14-172.jar)
    UCHIJAAAA StorageDrawers{1.7.10-1.10.9} [Storage Drawers] (StorageDrawers-1.7.10-1.10.9.jar)
    UCHIJAAAA WailaHarvestability{1.1.6} [Waila Harvestability] (WailaHarvestability-mc1.7.10-1.1.6.jar)
    UCHIJAAAA waystones{1.0.12} [Waystones] (Waystones-mc1.7.10-1.0.12.jar)
    UCHIJAAAA McMultipart{1.2.0.345} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
    UCHIJAAAA ForgeMicroblock{1.2.0.345} [Forge Microblocks] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
    GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.6.14830 Compatibility Profile Context 21.4.1 27.20.21002.112' Renderer: 'Radeon RX Vega'
    AE2 Version: stable rv2-stable-10 for Forge 10.13.2.1291
    Mantle Environment: Environment healthy.
    TConstruct Environment: Environment healthy.
    AE2 Integration: IC2:OFF, RotaryCraft:ON, RC:OFF, BC:OFF, RF:ON, RFItem:ON, MFR:OFF, DSU:OFF, FZ:OFF, FMP:ON, RB:OFF, CLApi:OFF, Waila:ON, InvTweaks:OFF, NEI:ON, CraftGuide:OFF, Mekanism:ON, ImmibisMicroblocks:OFF, BetterStorage:OFF
    Launched Version: 1.7.10-Forge10.13.4.1614-1.7.10
    LWJGL: 2.9.1
    OpenGL: Radeon RX Vega GL version 4.6.14830 Compatibility Profile Context 21.4.1 27.20.21002.112, ATI Technologies Inc.
    GL Caps: Using GL 1.3 multitexturing.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Anisotropic filtering is supported and maximum anisotropy is 16.
    Shaders are available because OpenGL 2.1 is supported.

    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)


    You had some kind of null tile somewhere.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from UristMcFarmer»

    Reika, I can't sleep (unrelated to this) so I popped open Chromaticraft in Java Decompiler to look at the code myself.


    (I want to note here that I have discovered a complicating factor and likely the reason it appears to you that the code is working as intended. The trades the player sees on the villager isn't the entire list of trades unless they save and reload (They'll see, at most, one). Anything stated from here down - I saved and exited, and reloaded to validate.)


    Reviewing the code...There is a 1 in 4 chance of adding a Flawed Focus Crystal trade. There is a second 1 in 4 chance of adding an Info Fragment trade. All good. However, the UATrades are added every time manipulateTradesForVillager is called (the rand argument passed to addTradesToVillager is unused). I don't know what event that manipulateTradesForVillager is tied to, but it appears to fire every time a villager gains a new trade.


    At worst, this should add the two UATrades to each villager once. However it appears that for some reason the hasTrade function isn't seeing the UA Trades that are already in the MerchantRecipeList. So maybe the whole list isn't getting passed in or "==" isn't working.


    Finally, I can't explain the villagers who do not have, nor gain, any UATrades as the UATrades are called every time manipulateTradesForVillager is called. I can only guess that, whether you mean to do it on purpose, or there's some complicating factor, that some professions don't have the method called on them. For example I just now checked spawning villagers until I had two with no CC trades and both were leather-workers.


    manipulateTradesForVillager is a Forge event called from a Forge patch into vanilla code:

    https://i.imgur.com/6mj1D6V.png


    However, yes, it does seem to be called every time the list is updated with new trades:

    https://i.imgur.com/MfmOX03.png

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from IAimBotI»

    Are you able to copy the filter settings of a CRC Item distribution node? for what I want to do, it looks like I will have to set the filter settings for all 128 extract nodes :s .


    The linker might have copy functionality built in like it does on the alvearies.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from UristMcFarmer»


    Please review your trade-adding logic. Any villager I trade heavily with will end up with more CC trades than their normal trades - eventually their trades will get locked because their top-level trade is CC item I don't have available yet. I don't know if this intentional, but it forces progression in your mod on top of all other mods.


    Only one trade is ever added per villager, and only 25% of the time.


    Quote from UristMcFarmer»


    Maybe I'm jaded. I do not struggle to find villagers, I use mods to increase the size and frequency, of villages and to prevent deaths and allow me to resurrect them if they do die (peaceful nights, dangerous caves and gravestone mod - Graves by nightkosh).



    I do not design for a specific modpack - for most people villagers are a finite and rapidly depleted resource.


    Quote from UristMcFarmer»


    I find it interesting that you state you don't add a specific villager because of how how hard they can be to find and yet you've no issues with us investing hours of game play and thousands of blocks of travel to find your other progression items...not the least of which are your uncommon village buildings..that are found...in..maybe one third of villages at most.


    Buildings, structures, and ores do not delete themselves or get hunted to extinction.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Rokmonkey»

    I've been having issues with shafts and clutches when creating them.


    I cannot make steel shafts (wood and stone are fine). NEI shows the recipe, I follow the recipe, same item IDs. Nothing shows up in the output of the worktable.


    When I place a stone shaft and break it with a pick, it comes back with a different item ID. 4358 becomes 4358:1.


    I'm not sure whats up. I am running all the latest versions.


    https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/2741


    Quote from Rokmonkey»

    Hopefully I can ask here.


    When designing an HTGR, what should I target as a reasonable power output from the whole system. 100kW, 1MW? I ask because I know over the years the HTGR has been tweaked and the videos that decribe the function can be out of date. I've made some large ones in my own testing (2 or 3 turbines) but that is a huge step up in power output for me. Plus, to do so, I have the PBR's stacked and they haven't historically fed the spent fuel pellets through the stack. It feels like I might be using them not in their intended application.



    A good HTGR can produce about two gigawatts.


    Quote from UristMcFarmer»

    Reika,


    Should Chromaticraft be adding a trade on to each villager every time they get a new trade such that every odd trade is a CC specific trade and every even trade is what they'd normally have? Because if it is, it's breaking my immersion (and making it more difficult to trade for the things I actually want from villagers).






    Every villager, no. A noticeable fraction, yes.


    Quote from UristMcFarmer»

    Reika,


    Out of curiosity, why not add a CC specific villager?




    Have you ever tried finding a specific villager, when maybe one village in four spawns them, and most of those are dead from zombies by the second night?

    Quote from UristMcFarmer»

    Have you heard of the Village Names mod? Originally it added names to villages, villagers, some other locations, and entities. Then it back-ported some trade changes. Most recently it's back-ported some village gen. I find it really quite amazing. It has an option: "Assign 1.8+ Career subdivisions to vanilla Professions. Trading is still 1.7 style, but merchant offers will be more progression-based. WARNING: This will permanently modify already-generated vanilla Villager trade offers. [default: true]". When this option is turned on there seems to be some sort of interaction between Village Names and Chromaticraft where the game locks up. I end up killing java/Minecraft with Task Manager. Nothing is written to the log to indicate what happened during this time. If this doesn't pique your interest, I won't ask you to look into it, I'll just stop using Chromaticraft so I can have my trades be all proper like.




    I have never heard of this mod, but try running VisualVM to find where the infinite loop is.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from dhalek»

    I reverted to an earlier backup and travelled to the location of the crystal shrine but it was not there anymore! I thought the position of world gen objects just depends on the seed. Does ChromatiCraft make an exception to this rule?


    It stores where structures generated; having previously generated there, it did not attempt again. You would have needed to remove that location from its data file.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from dhalek»

    Okay. Now I have another problem. Maybe it's my blindness. I stumbled over a crystal shrine and got the burried hollow progression. But how do I enter it? I remember from earlier versions, that there must be an entrance on one side but I do not see anything. Do I need a certain item to get into this black sphere? It is completely surrounded by shielding cloak. Or do I overlook the one or two blocks that can be dug away?

    I'm kind of stuck here and don't want to cheat a way in.

    I hope to find some crystal runes inside to unlock the casting room and rune casting. I that the right way to do this? I do not remember having such problems in the good old days. :P


    That sounds like it triggered before you got into it. Could it have been used by another player?

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from dhalek»

    Is there a way to prevent ChromatiCraft from claiming the end crystals for itself?

    I have Ender Utilities installed and that requires building a multiblock around an end crystal. But this does not work. I suspect ChromatiCraft interferring because Waila shows ChromatiCraft as the mod where the end crystals belong to.


    No, but you can spawn vanilla ones.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Bankiri5166»

    What I found at this point.

    NaN% is not generated in the fission reactor.
    (The fission reactor and the breeder reactor are adjacent)
    NaN% does not occur immediately after installing the boiler and steam line, but occurs after re-login.


    And where does the steam NULL occur?



    Does it occur with only boilers and steam lines (ie no pumps, etc)?

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from InterPlay02»

    I respect that. Thank you, btw...

    You've answered my question. I can imagine how hard it may be for you, as a busy man I imagine you are.

    But you forgot one thing: how about that small crash there?

    What is causing it? "Index out of bounds", it says...

    What does that mean?


    Because, as you can see here, both files are identical:


    en_US:


    <!--
      @author Reika Kalseki
      
      Copyright 2018
      
      All rights reserved.
      Distribution of the software in any form is only allowed with
      explicit, prior permission from the owner.
    -->
    <?xml version="1.0"?>
    <categories>
    	<info>
    		Some important information on operating some machines and some essential tools.
    	</info>
    	<engine>
    		Perhaps the most crucial of all the machines, engines are used to supply power. Each has their own torque and speed characteristic, but they all generally are high speed and low torque. Each engine also has its own requirements in terms of energy supply, and some engines have their own special quirks that it is wise to know.
    	</engine>
    	<trans>
    		The possibilities would be rather limited if power produced by the engines had to be consumed at the source. Fortunately, it is simple and easy to transport this power, almost losslessly, across any distance you care to. One important thing to note about many of these is that they are directional - they transmit power in only one direction. Machines will render a green cage around their input block(s) and a red one around their output block(s).
    	</trans>
    	<converter>
    		These engines convert between shaft power and another energy source, such as that from another mod.
    	</converter>
    	<procmachine>
    		These machines are used to process materials, either creating new materials, increasing yields, or refining products.
    	</procmachine>
    	<utilmachine>
    		These are machines which fill specific purposes not easily categorized into the other groups.
    	</utilmachine>
    	<prodmachine>
    		These are machines used to produce basic resources, either directly from mining or from raw ingredients.
    	</prodmachine>
    	<survmachine>
    		These machines are used to evaluate your surroundings, to become more aware of potential dangers or items of value.
    	</survmachine>
    	<wepmachine>
    		Weaponry- and Protection-type machines are used to attack opponents - either mobs or players - and defend yourself from their attacks.
    	</wepmachine>
    	<farmmachine>
    		These machines are designed to be used to either replace or enhance traditional farms.
    	</farmmachine>
    	<cosmachine>
    		Cosmetic machines provide little to no utilitarian bonus, but provide visual or acoustic appeal.
    	</cosmachine>
    	<accmachine>
    		Generally not terribly useful alone, these machines are designed to work with others to enhance their functionality.
    	</accmachine>
    	<pipemachine>
    		These "machines" are not really machines, simply pipes to carry fluids from one machine or storage to another.
    	</pipemachine>
    	<tool>
    		These are the tools powered by wound-up coils. Their coil depletes slightly with each use. To recharge them, craft them with a new coil and you will get the old coil back, which can be used again.
    	</tool>
    	<resource>
    		These are the resource-type items, used for various purposes.
    	</resource>
    </categories>


    pt_BR:

    <!--
     @author Reika Kalseki
     
     Copyright 2018
     
     All rights reserved.
     Distribution of the software in any form is only allowed with
     explicit, prior permission from the owner.
    -->
    <?xml version="1.0"?>
    <categories>
     <info>
     Algumas informações importantes sobre a operação de algumas máquinas e algumas ferramentas essenciais.
     </info>
     <engine>
     Talvez as mais importantes de todas as máquinas, os motores são utilizados para fornecer energia. Cada um tem o seu próprio torque e velocidade característico. Todos eles são geralmente de alta velocidade e baixo torque. Cada motor também tem suas próprias exigências, em termos de abastecimento de energia. Alguns motores têm suas próprias peculiaridades especiais, o que é importante saber.
     </engine>
     <trans>
     As possibilidades seriam muito limitadas se a energia produzida pelos motores tivesse que ser consumida diretamente na fonte. Felizmente, é simples e fácil transportar esse poder com eixos, quase sem perdas, a qualquer distância que você queira. Uma coisa importante a notar é que eles são direcionais - transmitem energia em apenas uma direção. Máquinas mostram um bloco verde no(s) seu(s) lado(s) de entrada e um vermelho no seu(s) lado(s) de saída.
     </trans>
     <converter>
     Esses motores convertem entre a potência do eixo e outra fonte de energia, como a de outro mod.
     </converter>
     <procmachine>
     Estas máquinas são usadas para processar materiais, como também para criação de novos materiais, aumentar o rendimento, ou para a conversão de itens entre mods.
     </procmachine>
     <utilmachine>
     Estas são máquinas que não seríam facilmente categorizadas em outros grupos.
     </utilmachine>
     <prodmachine>
     Estas são máquinas usadas para produzir recursos básicos, seja a partir da mineração ou de matérias-primas.
     </prodmachine>
     <survmachine>
     Estas máquinas são usadas para avaliar seu entorno e lhe fazer mais consciente dos potenciais perigos ou de itens de valor.
     </survmachine>
     <wepmachine>
     Máquinas de ataque e defeza são usadas para atacar oponentes - tanto mobs quanto players - e proteger a si mesmos de seus ataques.
     </wepmachine>
     <farmmachine>
     Estas máquinas são projetadas tanto para substituir, quanto para melhorar as farms tradicionais.
     </farmmachine>
     <cosmachine>
     Máquinas cosméticas oferecem pouco ou nenhum bônus utilitário, mas fornecem uma melhoria visual ou acústica.
     </cosmachine>
     <accmachine>
     Não muito úteis por si só, estas máquinas são projetadas para trabalhar com outras para melhorar suas funcionalidades.
     </accmachine>
     <pipemachine>
     Essas "máquinas" não são realmente máquinas, são simplesmente tubos para transportar fluidos de uma máquina (ou armazenamento) para outra.
     </pipemachine>
     <tool>
     Estas são as ferramentas alimentadas por bobinas carregadas. A sua bobina se esgota ligeiramente com cada utilização. Para recarregá-las, basta fabricá-los com uma nova bobina, e você obterá uma nova bobina, que pode ser usada novamente.
     </tool>
     <resource>
     Estes são os itens do tipo "recurso". São usados para vários fins.
     </resource>
    </categories>

    And I have noticed that difference in the format of the files. Mine was in UTF-8 with BOM. But now I've formatted them to be UTF-8 without BOM.
    And I have done it for all the other files I've translated, just in case. But even with that... The crash... You could at least send me to someone that could help me.


    That makes no sense; the only thing I can think of is that the encoding is weird and it things that there is no data.

    Posted in: Minecraft Mods
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