The Meaning of Life, the Universe, and Everything.
Join Date:
2/2/2013
Posts:
58
Member Details
Steel would be made from 2x Iron + 1x Coal Dust or 8x Iron 1x Coal Coke Dust ( 1x Coal + 4x or 8x Bitumen = Bitumen Coal -> Furnace = Coal Coke -> Crusher = Coal Coke Dust ).Tip: Steel would be only made in a Iron or Bronze Furnace.
[STDOUT] java.lang.IllegalArgumentException: Slot 900 is already occupied by rebelkeithy.mods.keithyutils.metablock.MetaBlock@5266db4e when adding appeng.common.base.AppEngMultiBlock@5ec80825
2013-07-18 21:14:02 [INFO]
Steel would be made from 2x Iron + 1x Coal Dust or 8x Iron 1x Coal Coke Dust ( 1x Coal + 4x or 8x Bitumen = Bitumen Coal -> Furnace = Coal Coke -> Crusher = Coal Coke Dust ).
Tip: Steel would be only made in a Iron or Bronze Furnace.
While I respect your research and everything, in the design process I decided to go with a strict, easier to grok setup for the average player as opposed to a hyperrealistic one. I just felt it was more understandable/enjoyable that way.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
While I respect your research and everything, in the design process I decided to go with a strict, easier to grok setup for the average player as opposed to a hyperrealistic one. I just felt it was more understandable/enjoyable that way.
Thank you. Even though I've looked at stuff like Minechem before, I opt for fun over chore.
Oh! How's Atum going?
Hi, when I install the keithy utils for the mod, it gives me this crash:
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 7/18/13 4:42 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: rebelkeithy.mods.keithyutils.KeithyUtils
at cpw.mods.fml.common.LoadController.transition(LoadController.java:148)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:172)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassNotFoundException: rebelkeithy.mods.keithyutils.KeithyUtils
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:104)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_51, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 17601016 bytes (16 MB) / 101318656 bytes (96 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 7 mods loaded, 7 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded->Constructed
TooManyItems{1.6.2} [TooManyItems] (coremods) Unloaded->Constructed
BWG4{1.1.1} [Better World Generation 4] (BWG4_V111) Unloaded->Constructed
SKC-BetterWood{1.0.4} [Better Wood] (BetterWood 1) Unloaded->Constructed
KeithyUtils{1.2} [Keithy Utils] (Keithy_Utils.zip) Unloaded->Errored
The Meaning of Life, the Universe, and Everything.
Join Date:
2/2/2013
Posts:
58
Member Details
Sorry if I offend the mod I some way with my ideas. I'm love metallrugy and blacksmithing and always tried to find a mod that would add a more realistic mine-and-smithing in game. I found this mod but I have the insue of always thinking from a realistic point of view, seeking some kind of perfection and forgot this I just a mod for a game, something to relax on. Sorry.
Nope, just keeping this mod updated while we work on MR
There still be Metallugy updates after MR released? No other mod has this kind of base and fantasy metal, would be sad to see it left behind. I know MR will improve Blacksmith a lot but I would miss old damascus steel ç.ç
While I respect your research and everything, in the design process I decided to go with a strict, easier to grok setup for the average player as opposed to a hyperrealistic one. I just felt it was more understandable/enjoyable that way.
I wonder if you'd be willing to have an optional interface with Tinkerer's Construct so you could use their smelter and let players who want to do realistic alloys do it that way.
And I agree with having easy to use processes for new players. But I do think that the harder choices should be harder to make, or at least allow an optional harder process for players looking for a challenge. Otherwise you risk having them move on when a similar, but more challenging mod comes out.
They have already been willing to add stuff for Thaumcraft and Chickenbones. It would be cool to have the option to use metallurgy with TC, and then you can offer harder alloying processes!
I wonder if you'd be willing to have an optional interface with Tinkerer's Construct so you could use their smelter and let players who want to do realistic alloys do it that way.
And I agree with having easy to use processes for new players. But I do think that the harder choices should be harder to make, or at least allow an optional harder process for players looking for a challenge. Otherwise you risk having them move on when a similar, but more challenging mod comes out.
They have already been willing to add stuff for Thaumcraft and Chickenbones. It would be cool to have the option to use metallurgy with TC, and then you can offer harder alloying processes!
I have recently given myself the giant task of completing this. Its not going to be something ready for a while, but is in the works.
Hello Shadowclaimer and Rebel Keithy. I wanted to ask if you guys plant on keeping Metallurgy 3 updated after Metallurgy Reforged comes out. I wouldn't expect new content, but it would be nice to have around for those who prefer that more "classic" style of mod? I for one would love to be able to run Reforged along side the more mundane ores of Metallurgy 3 Base and Precious metals addon.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/3/2013
Posts:
43
Member Details
Apologies if this had been posted before. I did a brief Google search, but couldn't really find an answer to my question. I'm using Metallurgy 3.1.1 (for Minecraft 1.5.2) and I noticed that the cool re-textures of vanilla weapons/tools weren't there, and couldn't find any config option to turn them on.
It looks like in the most recent version of Metallurgy (for 1.6) the re-textures can be enabled with a config option in MetallurgyVanilla.cfg, but that seems to be absent in the version I'm using.
Were the re-textures disabled in the version I'm using, or am I just missing a config option somewhere?
Apologies if this had been posted before. I did a brief Google search, but couldn't really find an answer to my question. I'm using Metallurgy 3.1.1 (for Minecraft 1.5.2) and I noticed that the cool re-textures of vanilla weapons/tools weren't there, and couldn't find any config option to turn them on.
It looks like in the most recent version of Metallurgy (for 1.6) the re-textures can be enabled with a config option in MetallurgyVanilla.cfg, but that seems to be absent in the version I'm using.
Were the re-textures disabled in the version I'm using, or am I just missing a config option somewhere?
Due to the way textures were changed when 1.5 was released, the ability to retexture the vanilla items was removed. It has since been brought back for the 1.6 releases, but it's unlikely the option will be added to the 1.5.x versions.
Due to the way textures were changed when 1.5 was released, the ability to retexture the vanilla items was removed. It has since been brought back for the 1.6 releases, but it's unlikely the option will be added to the 1.5.x versions.
I see. Thanks for the speedy response.
While I was waiting, I tried extracting the textures from a version of Metallurgy 2 I played with in 1.4.6 and created a texture pack that retextures the vanilla items & armor. This seems to work just fine!
If Shadowclaimer / RebelKeithy don't have any objections, I can post a link to the texture pack for others playing in 1.5.2 that like the re-textures. I'll wait for permission beforehand, of course.
While I was waiting, I tried extracting the textures from a version of Metallurgy 2 I played with in 1.4.6 and created a texture pack that retextures the vanilla items & armor. This seems to work just fine!
If Shadowclaimer / RebelKeithy don't have any objections, I can post a link to the texture pack for others playing in 1.5.2 that like the re-textures. I'll wait for permission beforehand, of course.
That's fine =P
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
2013-07-18 21:14:02 [INFO]
Any Ideas on how to fix?
AE rv11-e
KU 1.2
M 3.2.3
While I respect your research and everything, in the design process I decided to go with a strict, easier to grok setup for the average player as opposed to a hyperrealistic one. I just felt it was more understandable/enjoyable that way.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Thank you. Even though I've looked at stuff like Minechem before, I opt for fun over chore.
Oh! How's Atum going?
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 7/18/13 4:42 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: rebelkeithy.mods.keithyutils.KeithyUtils
at cpw.mods.fml.common.LoadController.transition(LoadController.java:148)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:172)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassNotFoundException: rebelkeithy.mods.keithyutils.KeithyUtils
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:104)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_51, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 17601016 bytes (16 MB) / 101318656 bytes (96 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 7 mods loaded, 7 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded->Constructed
TooManyItems{1.6.2} [TooManyItems] (coremods) Unloaded->Constructed
BWG4{1.1.1} [Better World Generation 4] (BWG4_V111) Unloaded->Constructed
SKC-BetterWood{1.0.4} [Better Wood] (BetterWood 1) Unloaded->Constructed
KeithyUtils{1.2} [Keithy Utils] (Keithy_Utils.zip) Unloaded->Errored
(Sorry for my poor English.)
Nope, just keeping this mod updated while we work on MR
There still be Metallugy updates after MR released? No other mod has this kind of base and fantasy metal, would be sad to see it left behind. I know MR will improve Blacksmith a lot but I would miss old damascus steel ç.ç
I wonder if you'd be willing to have an optional interface with Tinkerer's Construct so you could use their smelter and let players who want to do realistic alloys do it that way.
And I agree with having easy to use processes for new players. But I do think that the harder choices should be harder to make, or at least allow an optional harder process for players looking for a challenge. Otherwise you risk having them move on when a similar, but more challenging mod comes out.
If you haven't seen Tinkerer's Construct you should look: http://www.minecraftforum.net/topic/1659892-15xtinkers-construct/page__hl__%20tinkerer
They have already been willing to add stuff for Thaumcraft and Chickenbones. It would be cool to have the option to use metallurgy with TC, and then you can offer harder alloying processes!
I have recently given myself the giant task of completing this. Its not going to be something ready for a while, but is in the works.
It looks like in the most recent version of Metallurgy (for 1.6) the re-textures can be enabled with a config option in MetallurgyVanilla.cfg, but that seems to be absent in the version I'm using.
Were the re-textures disabled in the version I'm using, or am I just missing a config option somewhere?
Due to the way textures were changed when 1.5 was released, the ability to retexture the vanilla items was removed. It has since been brought back for the 1.6 releases, but it's unlikely the option will be added to the 1.5.x versions.
I see. Thanks for the speedy response.
While I was waiting, I tried extracting the textures from a version of Metallurgy 2 I played with in 1.4.6 and created a texture pack that retextures the vanilla items & armor. This seems to work just fine!
If Shadowclaimer / RebelKeithy don't have any objections, I can post a link to the texture pack for others playing in 1.5.2 that like the re-textures. I'll wait for permission beforehand, of course.
That's fine =P
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Here's the pack:
https://dl.dropboxusercontent.com/u/2687177/MetallurgyTexturePack.zip
Would love to see that *-*
But TC have a recipe for Steel? .-.