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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Tibiademon555

    You should get this textured on the Wayukian texture pack!

    Mod authors can't force texture pack authors to support their mods. :(

    Quote from Aeraesoria

    As stated before by me and several others, more metals, especially the ones your posting about have been put on the back burner. Besides Iridium and aluminum, chromium, nickel, lead and tungsten are added by several other mods.

    To be fair though, those metals being in other mods means that they are MORE desirable. It's nice having one mod handle all ores and ingots.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from MilesRedria

    Honestly? If I knew where to find the values for min/max ore height, "ore count", and vein size that mods like IC2 and RedPower use, I probably WOULD use Metallurgy to do it right away. But I haven't gotten the time to research that stuff, and I don't really know where to begin go to find them. I think the closest I've found was a Direwolf20 video on IC2 where he passingly mentions around what elevations stuff can be found sort of kind of. And heck, I don't even know how things like "ore count" works, so I'd probably be sitting there experimenting forever without some kind of solid references.

    Like I mentioned above, I kind of like how the some of the individual mods spawn ore, and would like to keep settings like those. So if I could use this to manage it all, that'd be awesome. But I really don't know where to start to find the info I need. Kind of the reason I put off looking into this mod for so long.

    Also, "Y bands"?

    Y bands being limits in the Y axis for where ores can spawn.

    Honestly I made up some numbers for my own configs and I haven't been drowning in ores or particularly lacking. I leave Fantasy only showing up in the Twilight Forest though.

    I think it'd be nice if we could find some premade configs for working with distribution similar to other mods. I'm sure someone here has some they'd be willing to share.
    Posted in: Minecraft Mods
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    posted a message on How to get to the Overworld if you forgot a linkbook (Mystcraft).
    It's a one page long thread, or was before your post. Try reading it. :)
    Posted in: Mods Discussion
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from MilesRedria

    I've always been interested in trying this mod for the metals and the machines (even though I've got IC2, Thermal Expansion, etc. etc., I love having alternatives for asthetic purposes and such), but the idea of installing's always had my head spinning. But I'm about to bite the bullet.

    The thing is, I like the vanilla Minecraft material spawns, and I like the ore generation and alloy recipies of the other tech mods for the most part, and so on. (Until I experiment later.) I'd pretty much like to keep things that way. So I made a list of what I was going to change in the configs, and if anyone can point out if I missed anything, it'd be appreciated.

    So for the CORE config, all I'd need to do is turn off ore generation for vanilla minecraft, yes?

    Then, for BASE, I'd turn off copper and tin generation (since it's already represented by about 3 mods in my current worlds. I'd also lower the Maganese ore generation, because I'm already using Railcraft for steel, and I'm happy with the "blast furnace" meathod. But should I turn off the rail recipies because I've already got Railcraft for rails? Or does this mod add anything that Railcraft doesn't?

    Finally for PRECIOUS, I'd turn off silver for the same reason as copper and tin, then lower the zinc generation since I'm already happy with the brass recipies from RedPower, etc.

    And then everything else doesn't need to be touched, since it's pretty much either all-new, or not Forge Ore Dictionary equivalent with stuff from Forestry, etc yet, right?

    Personally due to the controls given by metallurgy I'd actually turn off ore generation in the other mods. That way you have one set of configs for all the metals you use, and you can change values as you feel.

    I'd also recommend setting up Y bands for stuff, but that's just me.
    Posted in: Minecraft Mods
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    posted a message on How to get to the Overworld if you forgot a linkbook (Mystcraft).
    I don't understand why people keep searching for convoluted ways to do this, when I've already given the absolute simplest ways possible above.

    If you find an easier solution than what I've posted I'm all ears, but downloading an external application is just overkill...
    Posted in: Mods Discussion
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    New chunks will be fine. Just think of the already generated chunks as having too scarce of resources. :P
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from AnonTheMouse

    The mentions of Fertilizer reminded me of something. IC2 adds a Fertilizer as well. Metallurgy's version appears to be incompatible with IC2 Crops. I did a quick search, and didn't find anything on this (though I could have sworn I already mentioned it), so I thought I'd let you know. Possibly again.

    Yep, this issue was brought up in the thread on the Buildcraft forums as well. I guess someone will have to ask for IC2 to move theirs to the Dictionary as well.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Glad to help :P
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from RebelKeith

    I can second installing mystcraft, it goes along quite nicely with metallurgy.

    Yeah itemFertilizer.

    Yeah it does. Especially for users who didn't install Metallurgy when they started their worlds. I walked someone else through this in irc earlier.

    Alright, thanks. I'll go figure out where I should ask for Forestry's side now.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Wolfofthenyght

    I love this mod so much! Does anyone happen to know if it works with 1.4.7? Just curious - I'm stuck at work and can't test right now, but I'm preemptively trying to decide if I should update my MC when I get home. Thank you for any info you guys can provide! <3

    Also, thanks for the info about IC2! I was going to install it cause I like the IC2 Macerator more (no offense!) and I'm glad to know I don't have to do massive amounts of config fiddling for it to work.

    1.4.7 changed a single class. If any 1.4.6 Forge mods break on updating I will eat my hat. Made easier by the fact that I don't have a hat.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Keybounce

    Oh, that is a wonderful idea -- CoL and hardcore. I hate the idea of "one mistake and you're dead", and the ultra defensive play it brings out in me. But being able to spawn 4 "extra lives" when I start, with the ability to get more by exploring the forest ... makes it a real video game at that point :-).

    Yeah, though I'll not be spawning them in to start, they'll purely be rewards for navigating the incredible risk that is the Twilight Forest on hardcore. :)


    Quote from Benimatic
    I tested several hundred charms of life, and they saved me from death in all circumstances. To be clear on how they operate, they don't bring you back to life. Instead, they prevent what would be a fatal blow and briefly heal you. But the effect is instantaneous.

    When they activate they make a sound, and there is an effect where the item spins around you for a few seconds.

    Yeah, that wording is why I thought they'd work. I'll play around with a few and see if I can track down exactly why it didn't work, or see if it was a fluke. I'd really like to use them, they sound like a fair reward for exploration in hardcore.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from adil

    Hello, Thanks for this awesome mod at all.

    But there is one thing i want, in the old worlds the ores don't generate. Only in the new worlds.

    Is there a way, or there isn't a feature like that.. If there isn't , can you add?

    Quote from NevK

    I added the ores into an existing server and I couldn't find any although I see the new weapons in the list, is it supposed to be like that? Do I have to start over in a new world?

    I swear I'm not TRYING to advertise, I'm just giving advice. Seriously. This is good advice. :P

    You cannot add new ores to existing chunks. Well, without likely breaking something. They will show up in new chunks on the edges of your world, walking further than you ever have before should start having ores generate.

    HOWEVER: In this situation I suggest something different. Go into all of your Metallurgy configs except core* and go to the dimensions section, and remove 0. Leave -1 if it exists, leave 1 if it exists, and leave 2-100000 if it exists.

    *The one that handles vanilla ores, in fact you might want to disable the vanilla ores in that config as well, just to make sure there's no changes in the amount of vanilla ores you find and no changes to how they're distributed.

    What you've just done is set the new ores to not generate in the Overworld at all. Not that they were likely to anyway, but it helps you understand better if the new ores will NOT be in the Overworld no matter how far you go.

    Then install Mystcraft (A bit of a learning curve, NEVER forget a linking book.) and create a new age (world/dimension) for mining. Feel free to ask on the Mystcraft thread here, the Mystcraft forums in my sig, or the #mystcraft channel on irc.esper.net how to make a stable age that won't poison you or set you on fire or anything. Or if you don't want to learn how to do that it's easy to turn off instability in the configs.

    There you go. You can keep your existing world, but have a new age to mine in that generates all the new Metallurgy ores. This works for most mods that add worldgen.

    I think I'm going to make a dedicated post walking players through everything they need to know to set up a system like the above, so I can just provide a link and players don't have to follow fifteen links above.

    Quote from RebelKeith

    Alright, I'm updating to 1.4.7 right now, so I can do that. I'm kind of surprised I wasn't already adding it.

    Thanks, that's much appreciated. I'll go ask people around Forestry now. itemFertilizer I assume?
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Waveshaper

    afaik that's only a thing, what Sengir has to do... Adding an ore to the Forge Dictionary alone won't make them spawn in world automatically. You won't need it - Metallurgy itself only add ores to the world, that are used by the mod itself. (of course)
    But you can also let Metallurgy handle the ore-generation from other mods ores. All you have to do is set their IDs and values (min/max height, density, vein count) in the Metallurgy configs. You can do this with all ores from other mods, that are not part of M2 if you want - only thing M2 can't do is the spawning of Sulfur only around Lava-Lakes like in Railcraft or the spawning of some ores next to other ores veins like Thermal Expansion does.

    I've been trying to figure out what you mean here but I'm just going to assume you quoted the wrong person or didn't read what I wrote. Either that or I was REALLY tired when I wrote my post. :P

    Quote from Shadowclaimer
    What are you trying to use the Fertilizer in that you wish ours could work for?

    I'd like to use it to make items when I get to figuring out Forestry. Humus and Catalyst are what the wiki says it's used for. Forestry doesn't add it to the Forge Dictionary either, so I'll have to go ask on their end as well, but no sense in asking both parties at the same time, better to ask one and get a yes or no and then continue if I get a yes. :)

    http://forestry.seng...tems.Fertilizer
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!

    Got a question for you guys, it was mentioned somewhere that the overworld ores in this mod will generate in the twilight forest mod, now I know if I install extrabiomes I won't get metallurgy 2 ores in the new biomes, but will every ore that normally spawns in the overworld spawn in the twilight forest mod, because I wanted to use that one anyway? thanks :D

    Wut?

    I find Metallurgy ores in ExtrabiomesXL biomes inside Mystcraft ages. I'm not sure why you think ExtrabiomesXL biomes don't contain Metallurgy ores.

    If the Twilight Forest is set to a dimension id between 2 and 100000 (Or was it a million?) then ores will generate fine. If it's not, then all you have to do is add that dimension to the Metallurgy config files.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I like to have as much ore generation handled by Metallurgy as possible, so since apatite in Forestry creates fertilizer, and Utility Ores allows for creating fertilizer, I figured I could disable apatite. Unfortunately, neither mod's fertilizer appears to be in the Forge Dictionary, so I'm betting that by the time I get to making Forestry stuff, I will have to use their alternate fertilizer recipes that don't include apatite. Either that or cheat some Forestry fertilizer in and delete an equal amount of Metallurgy fertilizer.

    I was wondering if you guys would be willing to move it to the Dictionary in the hopes that Forestry will as well.
    Posted in: Minecraft Mods
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