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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    Ahhh ok that makes sense. I'll just keep looking for different villages then though I think every village has a farm (not sure which one is the farm house), but clearly some changes went into vanilla that I did not keep up with.

    Posted in: Minecraft Mods
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    posted a message on Electric Advantage: Light-up your world with electricity!

    Oh I forgot to mention. Yes there are cells, Then a battery array with 8 lead acid batteries, then the electric switch, and then downstream of it, crusher and then furnace hooked up to the wires.

    I can tell when the sun is not in the optimal position because yes the furnace starts to flicker but when the sun is high up, it holds steady. I didn't realize it uses that much more power though so maybe that's why crusher isn't getting it though I"m not sure why it chooses to run the furnace but not the crusher and not vice versa. How does it even determine this? They're both connected to the same wire.

    As for visual indicator, I just need some sort of gauge or even just the "not enough energy" warning sign that stands either before or after the switch (but obviously after the generator/battery array) that tells me my energy output does not match the input when I run the whole thing, so I know to either increase my energy generators or maybe branch my machines out with switches before each so I can selectively turn them on/off in case I can't immediately generate more energy and have to run them separately.

    Also, I can't really tell when battery array is running on empty. Seems like every time I check it, batteries show full indicators when I right click on it. Unless that indicator doesn't show battery charge?

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals

    I did in fact set it to true, thinking not that it disables vanilla ore gen but rather lets base metals handle both vanilla and BM ore gen. I've also had issues with multiple tech mods before where each would spawn tons of their own ores, and world would either be drowned in ores, or they would start pushing out vanilla ores, making diamond and emerald very difficult to find, so I wanted one mod to handle it instead and bypass this issue.

    If I got this wrong, I'll return it to false, but I do find vanilla ores in my current world so I think I got that option right? Please do correct me if I'm wrong, I'll change it back to false.

    I wrote on TC forum about this as well so we'll see what they say. But if TC is not supposed to spawn its own ores anymore (I think TC page says 1.8 and up), is this some sort of leftover code from their previous versions regarding ore spawn or something?


    As for fertilizer, for a second there I thought I was going crazy and was misremembering things, mixing it up with old metallurgy pre-1.7 worlds. Thanks for clarifying.

    Posted in: Minecraft Mods
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    posted a message on Electric Advantage: Light-up your world with electricity!

    What is the output of the photovoltaic cells (I realize they change depending on position of the sun but assume around noon), and how much does arc furnace and crusher need? I can't find inputs/outputs anywhere. I have about 10 cells set up, and an arc reactor and a crusher running off them. Assuming max sunlight, both should be running right? But when I press the switch off,and then the next day turn it back on around noon, only reactor runs (both may say ON, but both are not processing input materials). Is this a glitch or insufficient power (how to find this out?) or something I'm doing wrong?

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals

    On an unrelated note, what happened to fertilizer components?

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    Is this mod affecting villagers at all? It's either this or RFTools. I'm finding that all the farmers and priests in the villages disappeared. All I see is like 5-6 weaponsmiths, 2-3 toolsmiths, an armorsmith and a leatherworker. It used to be farmers, butchers and librarians were most common villagers. I suppose it could also be some kind of 1.9 related vanilla change.

    edit: Well i did find a village composed of librarians and a priest so not totally gone. Still no farmers after 4 different villages and very few butchers. Did mojang just get rid of farmers cause they were too easy a source of emeralds?

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals
    The only other mod that could potentially be generating ores in there is RFTools but I checked their wiki and there is no mention of any ores being added. Perhaps in RFDimensions part but I don't have that loaded on this world. Basically I loaded up a world, really liked the location and started exploring just to realize I was finding way to much copper everywhere when digging (or even outside on rocky terrain). I unloaded TConstr, and wrote down the seed, started new world with the same seed and ore gen was back to normal (or what I would expect for Base Metals). Here's the list of all mods in that world (other than TC):
    yalsm-2.1.5-mc1.9.jar
    Xaeros_Minimap_1.8.7_Forge_1.9.jar
    StorageDrawers-1.9-3.1.5.jar
    SteamAdvantage-2.0.1.jar
    rftools-1.9.0-4.23beta44.jar
    PowerAdvantage_1.9.0-2.0.2.jar
    mcjtylib-1.9.0-1.8.2.jar
    LemonsSimpleTeleporters-1.1.1.jar
    jei_1.9-3.2.10.185.jar
    hopperducts-mc1.9-1.4.7.jar
    ElectricAdvantage-2.0.1.jar
    Chameleon-1.9-2.1.3.jar
    Bloodmoon-MC1.9-1.4.1.jar
    BaseMetals_1.9-2.1.1.jar
    airbreathercore-1.0.1-mc1.9.jar
    which content wise is pretty small. Really not sure what's going on.
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    I noticed among the list of changes for newest versions it's noted that TC doesn't generate its own ores like copper/tin/etc. But when I pair this with Base Metals, the ore gen frequencies are completely off, flooding the world with abnormal amount of copper (I didn't dig deep enough to check if all base metals are affected). The problem goes away if I take out TC. But if there is no ore gen in TC, why is BM ore gen affected by TC? This is 1.9 btw, latest forge.

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals

    Ok I had to re-write this post. Loading Base Metals with TConstruct results in a flood of copper everywhere. Once I took out TC, the ore gen returned to what I would expect. Now I thought it's something I have to adjust within TC config but there is nothing listed in its config file and the list of changes for 1.9 apparently include the fact that TC doesn't generate its own copper/tin/other ores anymore but only supports them (presumably coming from other mods). Why does the interaction of two mods then result in such high frequency of copper?

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    Crush them with a hammer or in a crusher.

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    Wow, very nice. I'll try out a new world with these and let you know if there are any issues.

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals

    I think mojang was trying out things with armor in 1.9 so I don't know if it's on you to fix this. In their notes for 1.9.2 they say:


    The second notable change is a new property (toughness) for armor that “makes diamond armor useful again”.


    meaning armor was for whatever reason messed up in 1.9.

    Posted in: Minecraft Mods
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    I've got worse specs than you on my laptop and run it just fine. Just lower all your settings down to minimal and don't give it more than 2G ram. Or load it up with 50 mods. Stick to about 20 and below.

    Here's a copy of my options file for 1.9. Check it manually as I'm not sure if there aren't slight differences on macs.



    invertYMouse:false
    mouseSensitivity:0.5
    fov:0.0
    gamma:1.0
    saturation:0.0
    renderDistance:8
    guiScale:0
    particles:2
    bobView:true
    anaglyph3d:false
    maxFps:30
    fboEnable:true
    difficulty:2
    fancyGraphics:false
    ao:0
    renderClouds:fast
    resourcePacks:[]
    incompatibleResourcePacks:[]
    lastServer:
    lang:en_US
    chatVisibility:0
    chatColors:true
    chatLinks:true
    chatLinksPrompt:true
    chatOpacity:1.0
    snooperEnabled:true
    fullscreen:false
    enableVsync:false
    useVbo:true
    hideServerAddress:false
    advancedItemTooltips:false
    pauseOnLostFocus:true
    touchscreen:false
    overrideWidth:0
    overrideHeight:0
    heldItemTooltips:true
    chatHeightFocused:1.0
    chatHeightUnfocused:0.44366196
    chatScale:1.0
    chatWidth:1.0
    showInventoryAchievementHint:false
    mipmapLevels:0
    forceUnicodeFont:false
    reducedDebugInfo:false
    useNativeTransport:true
    entityShadows:false
    mainHand:right
    attackIndicator:0
    showSubtitles:false
    realmsNotifications:true
    key_key.attack:-100
    key_key.use:-99
    key_key.forward:17
    key_key.left:30
    key_key.back:31
    key_key.right:32
    key_key.jump:57
    key_key.sneak:42
    key_key.sprint:29
    key_key.drop:16
    key_key.inventory:18
    key_key.chat:20
    key_key.playerlist:15
    key_key.pickItem:-98
    key_key.command:53
    key_key.screenshot:60
    key_key.togglePerspective:63
    key_key.smoothCamera:0
    key_key.fullscreen:87
    key_key.spectatorOutlines:0
    key_key.swapHands:33
    key_key.hotbar.1:2
    key_key.hotbar.2:3
    key_key.hotbar.3:4
    key_key.hotbar.4:5
    key_key.hotbar.5:6
    key_key.hotbar.6:7
    key_key.hotbar.7:8
    key_key.hotbar.8:9
    key_key.hotbar.9:10
    soundCategory_master:1.0
    soundCategory_music:1.0
    soundCategory_record:1.0
    soundCategory_weather:1.0
    soundCategory_block:1.0
    soundCategory_hostile:1.0
    soundCategory_neutral:1.0
    soundCategory_player:1.0
    soundCategory_ambient:1.0
    soundCategory_voice:1.0
    modelPart_cape:true
    modelPart_jacket:true
    modelPart_left_sleeve:true
    modelPart_right_sleeve:true
    modelPart_left_pants_leg:true
    modelPart_right_pants_leg:true
    modelPart_hat:true

    Posted in: Mods Discussion
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    Well here's your first result. I tried TechReborn. Since electric advantage isn't up, I can't use its cabling to transport energy from the universal steam/quantum/electric sources so I had to use techreborn's cables which.....do not connect.

    Also, I feel the lack of a wrench that on a right or shift click shows you some sort of status. I know electric advantage has a cabling thing that indicates whether the power is flowing or not but since EA isn't up and I can't find anything like it in TR's inventory either, it's hard to make judgement except visually and the fact that nothing is happening. Direct positioning does nothing either though I'm not sure if that's cause cables are necessary or cause the energy is incompatible.


    Tried Tinker's, but as was reported, crash on startup so tinkers is still a no-go.


    NeoTech is crashing on startup as well.


    PA is success! Energy transfers fine when directly positioned and conveyors connect too without issues. Base Metals pickaxes do work with the miner though there are some glitches in the power transfer when you're taking a pickaxe out of the miner to replace it with another. Often it registers that the pickaxe is missing but sometimes is shows that RF is missing and you have to re-take the engine out or re-set down the miner or power source. I think this is a PA issue though but not sure.


    Crash with Advanced Generators on startup.


    Quantum Flux crash on startup. I'm sensing a common theme here. Could be they're all just incompatible with latest forge.


    RFTools works. I don't really understand how to use the mod properly yet but it does accept RF input from PA. In fact, it accepts direct electric energy powersource without RF conversion (and steam power source and quantum one as well). Edit: the builder works just fine with it as energy source. Haven't found a way to test the base metals yet with it.


    E-Flux crash on startup.


    Deep resonance is supposed to be an RF energy source for RFTools so not much to test there as there are no output machines. Similar reasoning for oilcraft.


    Router Reborn also works and accepts your creative energy cubes as power source and outputs fine on the machines. Pulverizer crushes the Base Metals without issue.

    Posted in: Mods Discussion
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    Power related:

    Router reborn: http://mods.curse.com/mc-mods/minecraft/223808-router-reborn#t1:other-downloads

    E-flux: http://minecraft.curseforge.com/projects/e-flux?gameCategorySlug=mc-mods&projectID=241032#c14

    NeoTech

    Progressive Automation

    Quantum Flux: http://mods.curse.com/mc-mods/minecraft/228609-quantumflux

    TechReborn: http://minecraft.curseforge.com/projects/techreborn

    RFTools: https://github.com/McJty/RFTools/wiki

    Industrial Age: http://minecraft.curseforge.com/projects/industrial-age

    Oilcraft: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2275333-oilcraft

    Deep resonance (not a tech mod but does generate RF): http://minecraft.curseforge.com/projects/deep-resonance


    For those that generate some sort of chests, fluid storage or pipes which may intersect with power advantage system:

    Refined Storage: http://minecraft.curseforge.com/projects/refined-storage

    Ender rift: http://minecraft.curseforge.com/projects/ender-rift

    Storage drawers: http://mods.curse.com/mc-mods/minecraft/223852-storage-drawers

    Fancy Fluid Storage: http://minecraft.curseforge.com/projects/ffs-fancy-fluid-storage

    Iron Chests: http://mods.curse.com/mc-mods/minecraft/228756-iron-chests#t1:other-downloads

    Quantum Storage: http://minecraft.curseforge.com/projects/quantumstorage

    Pressure Pipes: http://minecraft.curseforge.com/projects/pressure-pipes


    Can't look at these right now but I might be able to in the afternoon.

    Posted in: Mods Discussion
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