Regarding the researches, I'm admittedly not sure if they're hidden or just invisible until prerequisites are researched, though I've researched enough that I'd hope the Urn would be available by now, to say nothing of the seals. If they are hidden research, their status as such should be carefully considered, and if they stay that way, the icons adjusted to suit; if not, having some more "echoes" of prerequisite research pointing into the Thaumic Esoterica tab, rather than have things be completely invisible, may be nice to get some direction. Or at least have the ThX stuff show up. (I don't mind Forbidden Magic's emerald transmutation having a non-displayed prerequisite, for instance, since it's not all that hard to tell what you need for it and it's not a very deep research.)
i don't know about the chest seals as i haven't unlocked those, but the everfull urn requires the arcane ear plus the infusion research to be done on the verion of TX that i am playing.
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...oh, there it is.
False alarm, sorry. I just hadn't noticed the extra tabs waaaaay over on the far right of my screen.
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I hate to be the one to say this, but I really don't get ANY value out of either Github OR the build server. Github doesn't have any recent commits (not since the start of the month - latest I see right now is 23 Oct), and also isn't clearly linked from the OP anyway. Even once at Github, their interface is cryptic for those who don't already know it; it took me five full minutes of staring at it before I even FOUND how to get the commit history. (Emphasis on "clearly". Its only link that I can see is to the Wiki for recipes.)
As for the build server, also mentioned in the OP, for RV1 it shows exactly one change: the most recent. This is not a useful changelog either.
Thanks for that, though. For a Botania setup which is reliant on fluids being in-world, needing to go around to four different formation planes and tell them to export lava, each and every time I loaded the game, was a continual nuisance.
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Anyway...
I added in Thaumic Exploration (and Forbidden Magic) after already being well along in my world, and it seems I thereby don't have access to a number of things in the mod. No chest/jar seals, and significantly, no everfull urn, which is kind of the big thing that led me back to the mod in the first place, so... yeah. Do I have any way to get that research short of completing EVERYTHING ELSE and spamming research fragments?
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I honestly just want to reiterate my request to section the config file. It's hard to navigate as it is.
As has been stated, they're not even CLOSE to the same. Rock salt, the edible kind, is sodium chloride, while saltpeter is potassium nitrate. While I think saltpeter might be useful in fertilizer (and is definitely useful in gunpowder...), it's not good people-food at all. All they have in common is both being, technically, salts.
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A small molecular assembler chamber would be another option if you can spare the resources for it on an AE subnet. You could probably get away with a single ME chest for storage, and the smallest size of MAC with a pattern provider in it, as well as the controller (and maybe a power relay so you don't need to run power independently to it). Program the assembler with the recipes using each essence. Export all of those essences to an interface on the subnet, and the products from the subnet back to your main ME net. The initial setup cost of this is massive in comparison to other autocrafting options, but a single pattern provider will, I'm pretty sure, cover all the Magical Crops essences, so it's more compact in the long run.
You may not want to do this for things like nether essence that can make several products; just store the essence in your main net and have recipes to autocraft the different things you can get from it in your main MAC.
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Stop trolling.
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Along with this, I reported a while back that the Force Shears don't seem to work as shears on cobwebs - they dig through them very slowly, unlike the very quick clearing (and harvesting) one gets with standard shears. I think they're just not counting as Shears for some reason.
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In the AppliedEnergistics.cfg file, under the block section, there are three entries I look at here:
I:appeng.blockMulti
I:appeng.blockMulti2
I:appeng.blockMulti3
I'd look first at blockMulti (with no number), as the error message doesn't say MultiBlock2 or MultiBlock3. (It's been too long since I fixed this on my install, sorry I can't say for sure where the conflict was.)
For the next step, it helps to have a text editor that can search within files. I use Notepad++, which is free software for Windows, quite powerful and extensible. You can do it by hand, but it'll take more work.
If you're using Notepad++, Ctrl+Shift+F will bring up the Find In Files dialog box (which is a tab of the Find/Replace dialog). If you're using something else with that function, I can't help you. But what I would do then is point it to your .minecraft\config directory, make sure it's set to search in subdirectories, and search for the block ID you got from AE's config. I usually start it with an = so that it only looks at the START of an ID entry, to keep it from getting hits that are actually buried deep in item IDs. For instance, my file reads: "I:appeng.blockMulti=800" (I'm pretty sure this is not default), so I would search for "=800". There may still be false hits, but only things like 8001 and 8009, not 2800 or 18007.
If you don't have a find-in-files, you'll have to do it by hand. Noting those blockMulti ID's, look through the Metallurgy3 config files. Your most likely culprit, there being no prefixes to say it's e.g. fantasy or ender metal, is MetallurgyBase.cfg. Find the "block ids" section and start looking.
Note that each of the different Metallurgy configs uses a single ID for many different blocks. In MetallurgyBase, for instance, there is one ID for ores and one for other blocks (metal block or brick). Everything else is separated by damage values. You're only interested in the first part of the number. My first entry there says:
...which is block ID 901.
This extensive use of damage values is also why I said I'd change the Applied Energistics ID. If you're setting up a new world, I strongly encourage doing so rather than going through and changing every ID in Metallurgy; but if you're adding Metallurgy to an existing world, a find-and-replace can work as long as you're careful about its pattern. For instance, if I wanted to use 1337 instead of 901, I would replace "=901:" with "=1337:" (note the = on one side and the : on the other).
I'll usually search in files for the number I'm choosing, just to be sure it's not already taken by a THIRD mod somewhere.
Hope this helps rather than just being confusing. I'm erring on the side of too much detail - you say you can fix block ID conflicts and I'm not meaning to insult your intelligence when you do, but between the different name formats (presumably what tripped you up so far) and the extensive use of metadata, I wanted to be on the safe side.
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Sure, alchemy golems are wonderful things, but the current system seems more like an oversight than intentional difficulty.