In other words no chance to work this recipe? This is very bad, multi-functional items-сontainers are common in many mods
The problem is not the container, the problem is the NBT data. You can have containers without NBT (vanilla lava/water buckets for example).
I'll see about adding a generic recipe where you'd pass a fluid as ingredient, and the recipe would handle the whole containers/nbt stuff automatically. It might be a bit complicated but I think I can do it :3
Is there any possible fix? Current mods I have that add stuff to the nether is Metallurgy and Natura, so those could be examples (BoP has nether biomes, may provide a clue fix too?)
Yeah I've found a way around it. I'll get a release out soon ;3
You would need to write your own custom crafting handler, the default minecraft one and even the Ore Dictionary ones added by forge can't handle NBT data on items. Writing a crafting handler is not easy.
Though you may be able to add an item to an ore dictionary tag and have THAT be NBT sensitive... I honestly wouldn't know off the top of my head, I've never tried.
Well, it's not that complicated to match NBT, but it's not recommended because it can vary wildly.
If a player as much as rename an item, the NBT data would differ from a non-renamed item (or one that was named something different) and then causing the matching would fail...
CTM stands for Connected Textures Mod. Currently it doesn't refer to the now-dead mod itself, but to a texture rendering method supported by tool-mods like MCPatcher and Optifine. Don't get confused with the other CTM (Complete The Monument) used in map-making.
CTM allows you as resource pack creator to define texture patterns, like seamless glass walls, randomized stone blocks, vertical or horizontal texture patterns (columns and beams), that is, the game will use a set of textures according to the arrangement of same type of block.
If the game is not loading my CTM methods for Et Futurum blocks, probably it's just being Optifine lazy.
Well I don't add any code to specifically block CTM's from working, but I also don't add anything to allow it (if that's required). I just add the blocks the same way I've always done it.
I won't be adding support for external mods though. I want Et Futurum to remain standalone.
I have industrial craft 2 exp cell (IC2:itemFluidCell), but it can storage fluids, it's data maybe in nbt tags. Anyway, how i can use it's item ONLY with water and return empty to inventory after craft?
Crafting recipes aren't NBT sensitive, so if the data is stored there, you can't use it
Hey Gany, I'm adding Et Futurum support in my resource pack. Working already on UI (link) and some blocks .
I have a question: Does Et Futurum blocks support CTM?
The game doesn't load the CTMs that I created for Et Futurum blocks on the world load. I have to use F3+T to force the game to load the CTMs once the world is loaded. The vanilla CTMs load normally. See attachments: 1st pic, before F3+T; 2nd pic, after.
I don't know if it's on the EF's side or Optifine's. Would it be better to post this issue on GitHub?
2nd: are you accepting translations?
What's CTM?
Yes I'm accepting translations, feel free to submit them to github
Oh, that is what I am trying todo. Is get them to spawn in the nether.
I noticed the white-list, I'll try that.
EDIT: Tested it, finding none of the generation. Overworld is working fine though.
Oh, for some reason I thought you mean the mod OreSpawn XD Sorry for the confusion.
Weird that it's working in the overworld but not the nether... I'll have a look into it :3
Edit: Do you have any mods that completely change the nether world gen? They could cause the issue.
Edit2: Nvm, found the issue. The way ores generate is not consistent between dimensions (because that would make too much sense and therefore not fit in with the rest of the forge's/minecraft's code =P)
No ores will spawn it seems, pretty sure I am overlooking something.
Try setting them to generate in a vanilla dimension (like the nether or end). If it still doesn't work then it's my fault.
If it does, then it's OreSpawn's fault
I would be fine with it if the blaze tools just had a native fiery modifier for every blaze part.
I don't think the melting the ores into liquids would work well since one ingot is 144 millibuckets and one source block is 1000 millibuckets. Besides being overpowered, you can't really divide 1000 by 144.
And extratic doesn't add support for blaze tools.
Yup, it would be really cheatty. You'd be basically turning each ore block into 9 ingots XD
Also, it'd be great if you could allow trapdoors to not need a supporting block, as seems to have been enabled in 1.9 Don't know if that would require a base edit or not...
Edit: Also yeah, I've just disabled the new skin for now
Completely forgot about the Igloos XD
The new skins will be iffy depending on the mod you play with.. they work when Et Futurum is alone or with most mods. Only when paired with mods that alter the way the player renders that there's issues. Unfortunately there's nothing I can do about it, you're going to have to choose to either have the new skins or the mod conflicting with them.
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The problem is not the container, the problem is the NBT data. You can have containers without NBT (vanilla lava/water buckets for example).
I'll see about adding a generic recipe where you'd pass a fluid as ingredient, and the recipe would handle the whole containers/nbt stuff automatically. It might be a bit complicated but I think I can do it :3
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Yeah I've found a way around it. I'll get a release out soon ;3
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Well, it's not that complicated to match NBT, but it's not recommended because it can vary wildly.
If a player as much as rename an item, the NBT data would differ from a non-renamed item (or one that was named something different) and then causing the matching would fail...
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Well I don't add any code to specifically block CTM's from working, but I also don't add anything to allow it (if that's required). I just add the blocks the same way I've always done it.
I won't be adding support for external mods though. I want Et Futurum to remain standalone.
1
Bug fix update!
Download:
http://minecraft.curseforge.com/projects/ganys-nether/files/2272532
Changelog:
-Fix a dupe bug with wither skeleton eggs
-Fix crash related to Thaumcraft
-Fix issue with marking recipes as "ignored" in the Magmatic Centrifuge XML file
-Sceptres can be enchanted with Thaumcraft's Repair once again
-Added recipe to convert 9 bat wings to 1 leather
-Updated quartz pillar textures
-Fix dupe bug with ghast tears and dispensers
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Crafting recipes aren't NBT sensitive, so if the data is stored there, you can't use it
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What's CTM?
Yes I'm accepting translations, feel free to submit them to github
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Oh, for some reason I thought you mean the mod OreSpawn XD Sorry for the confusion.
Weird that it's working in the overworld but not the nether... I'll have a look into it :3
Edit: Do you have any mods that completely change the nether world gen? They could cause the issue.
Edit2: Nvm, found the issue. The way ores generate is not consistent between dimensions (because that would make too much sense and therefore not fit in with the rest of the forge's/minecraft's code =P)
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Try setting them to generate in a vanilla dimension (like the nether or end). If it still doesn't work then it's my fault.
If it does, then it's OreSpawn's fault
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Update!
Download:
http://minecraft.curseforge.com/projects/iron-chest-minecarts/files
Changelog:
Implement lunchboxxx19's suggestion of making the minecarts upgradable in-world. Just right-click them with the chest upgrades
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Version v0-11-22 works fine for me )=
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Forge has an event for when an item is right-clicked on a block. So I just checked if the block being clicked was grass, and if the item was a shovel... and if so, replace it with a grass path :3
https://github.com/ganymedes01/Et-Futurum/blob/master/src/main/java/ganymedes01/etfuturum/blocks/GrassPath.java#L94
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That's actually a pretty good idea!
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Yup, it would be really cheatty. You'd be basically turning each ore block into 9 ingots XD
1
Completely forgot about the Igloos XD
The new skins will be iffy depending on the mod you play with.. they work when Et Futurum is alone or with most mods. Only when paired with mods that alter the way the player renders that there's issues. Unfortunately there's nothing I can do about it, you're going to have to choose to either have the new skins or the mod conflicting with them.