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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Joekeen03»

    For development, what do I need to use DragonAPI and GeoStrata as dependencies for my mod?

    I've added the latest v31 jars as a local dependency (implementation name: "DragonAPI+1.7.10+V31a", and such) in my dependencies, and it's finding it correctly; however, when I run the client, and DragonAPI starts doing its ASM modifications, it encounters a "VerifyError: Expecting a stackmap frame"

    I'm using Forge 10.13.4.1614, and my jdk is "Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_301"

    Notably, I only encounter the issue when DragonAPI is in the run/mods folder. If it's not, the client is able to create the Minecraft window, and instead crashes due to a missing dependency.


    Here you say we need the access transformers for DragonAPI, but I'm not sure if that would fix this issue...


    Edit: Also, fyi, the discord link on your new site doesn't seem to work. It seems to be a link to a specific channel, but Discord just says I can't access it.

    Edit 2: Repo for my mod; it was created using the mod base here


    Your error is an ASM conflict with vanilla, so I would double-check your versions of everything, as well as making sure you have no other mods ASMing vanilla.


    Quote from Wing20»

    I'm sorry for the very stupid and obvious question but despite my best efforts, I cannot find any information on this subject.


    I am having a blast with chromaticraft and I am astonished how it has managed to slip by me. The visual effects are great and the sound design is top-notch! The pinnacle of this sound design would be the crystal orchestra which after much trial and error I managed to get to work!....At least, I managed to get the demo to work.


    You see, I discovered the terrible knowledge that you can import small MIDI files so I set out to make a clock tower that plays a nice tune using the orchestra every now and then. Despite nearly an hour of trying I cannot get the orchestra to see the file. The file is currently listed as "musicbox.mid" and is located in "C:\music\musicbox.mid" I tried to put the midi and link the orchestra to C:\Users\accountname\curseforge\minecraft\Instances\modpackname\mods\Reika\ChromatiCraft\Music\musicbox.mid

    Neither location work despite my best efforts, all it gives me is a dull blert sound

    (Please note that when inputting the address into the orchestra I do indeed use the forward-slash rather than the back-slash)


    I understand that this is likely a question you have so answer constantly so I feel sorry for taking your time over something so small but as the discord like is currently broken on your web-page (It just causes me to infinitely load) and there is no official subreddit I resort to asking here.

    Thank you very much for your time!

    -Wing20


    I am working under the assumption that this is the button you need to push to get the orchestra to check the file destination:(see the first Image)

    Image 2 is what the long way of doing it looks like

    Image 3 is the short way of trying to get to a duplicate Midi located directly in the C: drive



    If the MIDI fails to load for any reason, you will get an error sound - check your console for more information. It might be too large - unlikely for a simple "clock tower" track - or it might be encoded in an unreadable manner. Or something else entirely (eg file permissions) might be the problem.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Say hello to some new friends in the pink forest:

    https://i.imgur.com/PgFhUh0.png

    https://i.imgur.com/j1op2Ld.png

    https://i.imgur.com/jsnnoAJ.pnghttps://i.imgur.com/sAWcga1.png



    And I use "friend" deliberately...

    https://i.imgur.com/T0WlSQv.png

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from DbXenon»

    Hi Reika, I made a modpack containing some of your mods and upload it onto Curseforge.


    https://www.curseforge.com/minecraft/modpacks/mana-metal-new-horizons


    I want to tell you some important modifications in this pack. If you don't like them or for any reason, I will make a change or remove it from Curseforge.


    1.Change the achieving condition of progress "VOIDMONSTERDIE" to "kill Void Monster" instead of "die due to Void Monster".

    Because the "dying system" of Mana Metal will let player actually "die due to the AdminKill damage type from Mana Metal most time", this causes VOIDMONSTERDIE unachievable.

    Thus, I made a scripted CustomNpcs to give player this progress.

    It will invoke "stepPlayerTo" for player:


    Because "stepPlayerTo" will check the condition of completing this progress, a player must still complete "VOIDMONSTER" and finally achieves this progress.


    2.Add a recipe for getting ender crystal.

    Because Mana Metal change the world generation of the end, there is no ender crystal. Thus I add this recipe for building portal beacon.


    Note: Killing ender dragon respawned by Draconic Evolution or Mana Metal can also achieve the "Killing ender dragon" progress. Thus I don't do extra modification for this.



    Go ahead; Just make sure this is documented in the "modpack changes" config.



    Quote from NemoOceansoul»



    huh i just found a neat interaction w/ random thing's blood moon and cave crystals. they apply their nether effects during bloodmoons. (nvm: it was a hidden gas vent, admittedly next to a kijani crystal).


    That is getting implemented.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from madsoul272001»

    Uhm Reika I tried to load your example from Github and I get the same Illegal Argument Exception.Unless I'm doing something completely wrong,something doesn't work right.And that seems the case for the blast furnace only ,because I could make recipes for the grinder without problem.



    What? The example does not contain itemless blocks, nor does it have anything to do with oredict.



    ----------------------

    https://i.imgur.com/0QZazRz.png

    https://i.imgur.com/jixEkz7.png

    https://i.imgur.com/tKVXSXB.jpg



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

    https://i.imgur.com/n53hJ4X.png

    https://i.imgur.com/SqX17mY.png


    https://i.imgur.com/KhFH900.png

    https://i.imgur.com/shrZf8w.png

    https://i.imgur.com/YbDdE1i.png

    https://i.imgur.com/tFz5OvA.png

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from madsoul272001»

    Ok thanks for the help.Also should an item's oredict be put in the output nbt block?Because I have given it the proper item names ,using crafttweaker , the log complains about an nbt compound tag

    Part of the log where it complains. https://pastebin.com/EvR5UVzr


    What? Oredict and NBT have nothing to do with each other, and this system is not for defining the ore dict tags an item has, only for defining items to use or produce.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from madsoul272001»

    This is how I scripted it ,but the recipe won't come up in NEI when I look it up.I'm clueless to what the syntactical error is.

    Here it is https://pastebin.com/8HbHE0Tf


    You cannot define itemless blocks.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from madsoul272001»

    Is there a way to have one primary item only in the custom blast furnace recipe?I want to make EIO pulsating iron and with an enderpearl as primary input and iron as the main item.Do I have to completely delete the secondary and tertiary brackets?Set them null?Or delete them all together?Also there is no way to create custom recipes for the fractionator correct?Thanks in advance!


    You only specify things relevant to your recipe, assuming they are not conceptually required to exist.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Kataiser9»

    I'd check the issues github; I haven't looked into it much, so I don't know exactly what the deal is, but I know I've seen several posts about similar problems.


    And none of them have been reproducible, even by others in the issue thread.



    ------------------------


    https://i.imgur.com/PQcv3vW.jpghttps://i.imgur.com/61id2Gu.png

    Posted in: Minecraft Mods
  • 0

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

    I'm now 2-for-2 on my current world of Frozen Outposts having entirely empty chests. :( Breaking the Pylon block at the bottom gave the usual drops, but all 11 chests in both were completely empty. I would completely believe it was caused by me generating chunks too fast and straining the generator or something though - really just found them while passing through looking for Data Towers.


    Main reason for posting though; I'm hesitant to put this on your GitHub, 'cause the crash report doesn't show anything that obviously points to any of your mods, but the behavior is fairly consistent. I can make a post over there about it if you'd prefer it there. Any time I try to do a craft that involves the Casting Table drawing energy from pylons, I seem to have about a 50/50 chance of getting this crash during the process of drawing the energy. Have not seen it happen randomly from the passive draw of my Lumen Tree or Item Fabricator (the only other things connected to the network at the moment), only when trying to craft something.


    https://pastebin.com/Cd646ejf


    Edit: Had it happen when not trying to craft something. This happened, followed by the same crash
    https://pastebin.com/B4bfp0th




    Quote from Riyshn»

    I'm now 2-for-2 on my current world of Frozen Outposts having entirely empty chests. :( Breaking the Pylon block at the bottom gave the usual drops, but all 11 chests in both were completely empty. I would completely believe it was caused by me generating chunks too fast and straining the generator or something though - really just found them while passing through looking for Data Towers.


    Main reason for posting though; I'm hesitant to put this on your GitHub, 'cause the crash report doesn't show anything that obviously points to any of your mods, but the behavior is fairly consistent. I can make a post over there about it if you'd prefer it there. Any time I try to do a craft that involves the Casting Table drawing energy from pylons, I seem to have about a 50/50 chance of getting this crash during the process of drawing the energy. Have not seen it happen randomly from the passive draw of my Lumen Tree or Item Fabricator (the only other things connected to the network at the moment), only when trying to craft something.


    https://pastebin.com/Cd646ejf


    Edit: Had it happen when not trying to craft something. This happened, followed by the same crash
    https://pastebin.com/B4bfp0th





    Quote from Riyshn»

    I'm now 2-for-2 on my current world of Frozen Outposts having entirely empty chests. :( Breaking the Pylon block at the bottom gave the usual drops, but all 11 chests in both were completely empty. I would completely believe it was caused by me generating chunks too fast and straining the generator or something though - really just found them while passing through looking for Data Towers.


    That is not how generation works - are you getting any errors regarding generation failing?


    Quote from Riyshn»

    Main reason for posting though; I'm hesitant to put this on your GitHub, 'cause the crash report doesn't show anything that obviously points to any of your mods, but the behavior is fairly consistent. I can make a post over there about it if you'd prefer it there. Any time I try to do a craft that involves the Casting Table drawing energy from pylons, I seem to have about a 50/50 chance of getting this crash during the process of drawing the energy. Have not seen it happen randomly from the passive draw of my Lumen Tree or Item Fabricator (the only other things connected to the network at the moment), only when trying to craft something.


    https://pastebin.com/Cd646ejf


    Edit: Had it happen when not trying to craft something. This happened, followed by the same crash
    https://pastebin.com/B4bfp0th


    Those two logs are entirely unrelated things, and only the latter looks like it has anything to do with me (it is also not a crash). That looks like something went wrong calculating ley line targeting (ie the "within the block" offset some receivers like the item fab or aspect former have).
    Posted in: Minecraft Mods
  • 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
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    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
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