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

    Testing for Protection in the Chromatic Enchanter:

    Only mods loaded are DragonAPI + Chromaticraft + NotEnoughItems = Protection is avalible.


    Added Thaumcraft, and Protection disappears. Perhaps related to "ChromatiCraft: Chromatic Enchanter can no longer do infusion enchantments" from V25a?

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

    I love Chromaticraft, but at times the imprecise documentation leaves a lot of questions of "am I doing this wrong, or is it a bug?".

    In today's confusions:

    I've "completed" the mod (rebuilt the Monument and obtained the Aura Locus), and still have yet to find a single Unknown Artifact. I've tried everything that makes sense with the hints I've seen Reika give (looked around pylons, data towers, villages. Hung around in deserts, plains, savannas.) Even tried using Matter Phase to get a look just under the surface in the hopes that that would help, but either they're invisible to Matter Phase, or they just aren't there. At this point I'm left wondering if my world somehow just... didn't generate any, and in that case if there's some way (other than cheating in Creative) to force them to spawn.

    From the v25a changelog: "ChromatiCraft: Gave Aura locus many new effects, mostly centered around lumens"
    The Lexicon still shows the old info page for the Aura Locus, with the fertility effect. I've figured out that it seems to passively charge nearby constructs that take Lumen energy (or at least, it provides energy to the casting table), but has anyone found the other new effects?

    Couple things with the Casting Delegate. While it being able to process recursive recipes is awesome, it's also... kinda stupid sometimes. Can't tell if it's trying to do crafts out of order, or just not realizing it's missing some ingredients, but either way the result is the same. The Insertion Stand below the casting table, while great for early game, seems like a significant nerf to the Delegate. As far as I can tell you still need the Insertion Stand there for the Delegate to function, but the Stand itself is an inferior inventory to dump casting results into than even a regular chest, as it only has a single slot and removes the option of putting an ME interface there to dump directly into a ME system.


    Fabrication Duplication doesn't seem to work properly with either the Item Fabricator or Infusion Stand. Item Fabricator stops working entirely if Duplication is active, and the Infusion Stand will consume the Raw shards and chroma, but I only seem to actually get a result out it it ~1/4 times. (Also, though the Infusion Stand will accept fluid connections now, it doesn't seem to actually... accept fluids.) It also seems to cause issues whenever it tries to put a stack of 2 of an item that isn't supposed to stack in the casting table's output.

    Was there a change to only allow a single Lumen Tree on a network? In the image here I have 2 trees that as far as I can tell are identical, but the one on the right both doesn't receive any lumen (looking at it with a manipulator just shows a blank circle), and isn't recognizing the Enrichment structure under it. (I did test putting another repeater that was very definitely in range and LoS of the right tree, still nothing. I can even switch the Battery blocks between the trees, and the left one stays the only one that works.) Lumen Trees need sky access! I'd missed that a floating island above it was overhanging it by a single block.

    Quote from Ieldra2 >>
    @Riyshn:
    That sounds like a lot has changed in CrC's late game in the last 18 months. Looking forward to it.

    @all:
    I have encoountered a curiosity. I have automated CrC alloying. Not with the alloying tank - too expensive in liquid chroma - but with standard dropping mechanisms like Item Inserters, and automatic liquid placing with AE2. Everything works really well....except for chromastone. Making chromastone appears to work only if I manually throw the ingredients into the pool. If I use any mechanism, such as an Open Crate from Botania, the ingredients go into the pool and nothing happens. I can even pick them up and throw them in manually, and *then* the alloying will start. Or I can pick them up and put them into a chest from which they're piped into an open crate, and it will again NOT work. I have repeated this several times, and this behaviour is perfectly reproducible.

    So why is that? It's not a big thing since I can autocraft all the ingredients and get them into one place, so what's left is not much of a hassle. I don't need hundreds of chromastones anyway, but I'm peeved that I can't get my automation to work.




    I'm actually more surprised the other ones did work. What I suspect is happening is the items aren't being dropped in by you, so the game doesn't have your progression data to confirm that the craft is allowed to happen.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Azanor briefly went over the changes to Infusion in B17 in one of the comment chains on his GitHub. Basically only 10 stabilizing items will do anything, but their effectiveness has been increased. Also based on his wording I'm not sure if he meant "10 items" or "10 item pairs". This is actually supposed to be the case even in the current version, but a bug currently stops the altar from limiting it to 10.


    Infusion mechanics have changed slightly. Stability is now a stat saved in the Matrix, and is persistent between infusions. Think of it like HP, where the Instability of a recipe indicates roughly how fast it will drain, and stabilizer items and Stabilizers work as a regen effect. The Matrix will slowly regain stability between infusions if it was brought down to Unstable or below, back up to it's baseline Stable state. If an infusion ends above baseline stability (Very Stable), it will stay there, effectively making your next infusion easier. Additionally, Stabilizers are able to increase stability slightly above baseline even when no infusion is active, which candles/skulls/etc can not.


    I believe a Stabilizer below the Matrix would work in theory, but in practice there is no way to set it up, as it has to be pointed directly at the Matrix and powered from behind, which there is not enough space for underneath.


    I have read but not seen myself that one of the higher rank Warp events involves spawning Cultists.


    I wish Nitor counted. T_T It's so much less of an eyesore than candles.

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

    Translation: I need to explore other areas of the mod to uncover the full pattern to making these little beauties?


    Try the arrow buttons on the right side of the page (the larger ones).
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I'm pretty sure that's supposed to be Void Monster, and you're giving it attributes from... something.

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

    The 4/1 texture thing is a response to people complaining that all the animated models are lagging the game and that Reika should just go with static power cables and box-machines like everyone else. These people fail to realize that the animations are actually one of the most powerful debugging tool we have when things are going wrong in a build, and they aren't the cause of the lag anyway. IIRC, they're achieved through the same function that chests use to animate, and there's a reason you never hear people complain about chest rooms causing lag. The real culprit is people's insistence on spamming lower-tier engines everywhere, instead of just using a single higher-tier engine and splitting the power.


    That said, I do wish there was a way to disable it other than editing the date on the computer. It does kinda make the mod unplayable.


    Also, well played on Chromaticraft's 4/1 changes.

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

    Hello reika I also found a bug is the blast furnace heating problem!
    The use of an aviation fuel engine and a helical gear can directly lead to the maximum temperature of the blast furnace!
    But the use of an aviation fuel engine and a base gear can only reach 1200
    This is a BUG bar! I use the number 1234 to indicate the order of the graph.
    The bug version of RotaryCraft prior to the present RotaryCraft 17b has been present.
    Can you give me an explanation? Is it BUG? Or deliberately stay? ?


    The exhaust heat of a Gas Turbine will heat any furnace directly in line with it to a temperature of 1200, within a range of 5 (I think) blocks. This will take priority over temperature settings from a Heater/Friction Heater.

    Also as Horneat said, you have the Friction Heater facing backward anyway.
    Posted in: Minecraft Mods
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    posted a message on Botania - An innovative natural magic themed tech mod (Not in beta any more!)

    Is this still the place to report crashes? Crash on server load, Botania is the only mod I see referenced: http://pastebin.com/YP6GcB6G


    EDIT: Nevermind, completely my fault. Fairly epic level mistake, too.Tip: mods go in the mods folder, not the config folder.

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

    I noticed the structure field biome and I thought "How interesting". Then I saw the puzzle and I cried, it was crystal music.

    Crystal Music is actually one of the easier ones. Don't worry about trying to memorize and match the tones. Look at the rings that pulse on each music block and go off those. It's Simon Says with colors + numbers (counted 1-4 clockwise from the top left). When multiple notes play simultaneously, you only need one from the set.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    It might help if you built... any of the structure at all, honestly. there's this whole 17x17x7 (I think?) thing you need to build around the casting table. You should have a fragment for it at the bottom of the lexicon.

    Posted in: Minecraft Mods
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