(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well, how do you tell if something is a leaf? It's not the vanilla leaf block; what defines a leaf?
I think there's a forge thing for defining leaves. Sickles work regardless of what mod adds the tree, and the axe of the stream knocks down most leaves at a faster rate. One way to test with ex nihilo is to try putting a silkworm on it. The silkworm code is meant to be versatile, so you can make string with whatever tree you wish without having to do anything special.
I am not sure if this has been addressed yet, but I have read through the forums fairly well and saw a minor mention of it. I currently run an Agrarian Skies server and I am using MCPC+ to allow for the use of some plugins from an administration side.
The issue is Silkworms cause a crash to the server if you are a non-op on the server. I have addressed this with bloodmc of MCPC+/Cauldron and he stated that there needs to be a null check added to the mod and that it is not an MCPC+ issue.
The work around most servers are doing is to simply create kits for players so they can acquire string via a kit versus the silkworms. While this works, I think it greatly detracts from Ex Nihilo and what it offers as I think the silkworms are a great touch and fun at the same time.I would gladly give more information to bloodmc at MCPC+/Cauldron or to Crowley in an effort to get this to work as I know of several servers that have this same issue and are awaiting a fix.
Crowley if there is anything I can do to facilitate this let me know.
Here is a link to the MCPC+/Cauldron response on the error and how to fix it: Cauldon Response
Here is bloodmc from MCPC+/Cauldron statement on the issue:
I am aware of this issue. I'm also aware of the "null check" that they are saying would fix this. The problem is that this would introduce yet more bugs. Granted, the bugs that would be created would be the lesser of the two evils when compared to crashing the whole server, but a true fix would be one that doesn't have ugly side effects. If they would like to suggest one, I'm willing to listen.
Also, they didn't need to decompile my mod. It's open source. The link to the source code is in the OP under the the permissions spoiler.
It's really annoying the way the brush this off as my problem and dismiss it. The problem is that their code doesn't completely emulate the behavior of Forge. In Forge, if I create a block which is tied to a Tile Entity, that tile entity is created instantly. In MCPC+, that tile entity is created at some time in the future whenever the server decides it has a free moment.
So when a silkworm spreads and I say, "Hey server, give me that Tile Entity that you just created for me", Forge always hands me what I want. In MCPC+ I say "Hey server, give me that TileEntity" and it says "Ok, here you go" and hands me.... nothing. I can't just check to see if theres nothing there and ignore it. There is a reason that I'm asking for a reference for that TileEntity. That reference is vital to the proper functioning of the silkworms. I can't see a reasonable way to make them work properly with this behavior in place.
I didn't write my mod for MCPC+, I wrote it for Forge. If MCPC+ wants to call itself compatible with Forge mods, it should be compatible with the mods that work perfectly in Forge. Including this one, yes? Why are they saying this is my problem again?
On top of all of that, I've said in multiple places that I have moved on from working on 1.6.4. I can't juggle multiple dev environments for multiple versions of Minecraft. The 1.7 version has been in public testing for over a month now.
...
Still, I'll set up my 1.6 dev environment again and add this ugly little bandaid, simply because it's just a single line of code that will never be triggered on a normal Forge server. You can probably expect a build in the next couple of days.
I have an idea for the sifters. I suggest making the meshes wear out. Don't change the recipe, but when the sifter is crafted, the result should be an item that looks like the block that we place today, but shouldn't actually be a block. This is because it will initiate a block when it is right clicked as a block. This block, when right clicked, would be initiated with one string mesh already in it. If you shift right click with an empty hand, this should open up a single slot inventory that takes the different type of meshes. (Some could be made out of Natura flamestring, or metal. for example.) These meshes could then be enchanted with unbreaking and/or fortune to improve them. Each material should have a different texture render.
In addition to this, make the regular sifter only respond to real players. This will make it impossible to use them in an automated setting, but this can be fixed. I suggest making an auto-sifter. This machine would take some sort of metal mesh, instead of the plain silk one, (as the mesh will be taking a beating). Power it with RF. Now, it costs something to get infinite AFK metals, and it looks cooler. I suggest a recipe that has a sifter in the middle with pistons on each side with something in the corners.
The reason that I am suggesting these things is that I want to use ExN in a modpack, and want to keep everything that it adds. Since cobblestone can be turned into anything (almost), and can be created out of nothing (where have I heard this before, hmmm?), the sifting is more than a little OP. I want to keep the metal production, but I also want to be as balanced as possible.
Thanks for reading this far,
Patrick.
I don't know, to me, the part of the charm of Ex Nihilo is that it has no GUIs.
And I don't like the idea of using RF.
What if I don't want to use Thermal expansions with Ex Nihilo?
There are other mods that can automate sieving, and I don't like this idea because it's pretty much a 'force people to use this mod if they want to automate sieves' suggestion, and I don't think we should have to install another mod to use something in Ex Nihilo.
I'd rather it be limiting in some other way, like being really slow, having a lower droprate, being big and bulky, etc
I have a minor bug to report. Hammers can be used without regard to weather the material they are made from can mine what you are using them on. IE wood hammers can harvest iron and wood/stone can harvest gold.
Idea on a way to automate sieving somewhat based on physics. Having a water block on top of the sieve could automate its "click" but reduce output.
I am aware of this issue. I'm also aware of the "null check" that they are saying would fix this. The problem is that this would introduce yet more bugs. Granted, the bugs that would be created would be the lesser of the two evils when compared to crashing the whole server, but a true fix would be one that doesn't have ugly side effects. If they would like to suggest one, I'm willing to listen.
Also, they didn't need to decompile my mod. It's open source. The link to the source code is in the OP under the the permissions spoiler.
It's really annoying the way the brush this off as my problem and dismiss it. The problem is that their code doesn't completely emulate the behavior of Forge. In Forge, if I create a block which is tied to a Tile Entity, that tile entity is created instantly. In MCPC+, that tile entity is created at some time in the future whenever the server decides it has a free moment.
So when a silkworm spreads and I say, "Hey server, give me that Tile Entity that you just created for me", Forge always hands me what I want. In MCPC+ I say "Hey server, give me that TileEntity" and it says "Ok, here you go" and hands me.... nothing. I can't just check to see if theres nothing there and ignore it. There is a reason that I'm asking for a reference for that TileEntity. That reference is vital to the proper functioning of the silkworms. I can't see a reasonable way to make them work properly with this behavior in place.
I didn't write my mod for MCPC+, I wrote it for Forge. If MCPC+ wants to call itself compatible with Forge mods, it should be compatible with the mods that work perfectly in Forge. Including this one, yes? Why are they saying this is my problem again?
On top of all of that, I've said in multiple places that I have moved on from working on 1.6.4. I can't juggle multiple dev environments for multiple versions of Minecraft. The 1.7 version has been in public testing for over a month now.
...
Still, I'll set up my 1.6 dev environment again and add this ugly little bandaid, simply because it's just a single line of code that will never be triggered on a normal Forge server. You can probably expect a build in the next couple of days.
I am more than aware while MCPC+ is a nice tool, it is not perfect and I by no means meant to say this is your fault and really to have them blame the mod developer is quite sad while I am sure they could very well code MCPC+ to support your mod. I also hate to have to make you juggle 1.6 and 1.7 as progressing forward is always more important especially in mod development as I am sure it is hard to keep up with all the MC/Forge releases.
The problem for some of us is the fact that FTB is always stuck a few versions behind most developers and their mods meaning 1.6.4 is what we have to deal with from FTB. I was just recently introduced to your mod with Agrarian Skies and feel that without the silkworms while not a game-breaking issues, really detracts from part of your mod even if it is so minor.
With all this said, I appreciate you addressing the issue with the "ugly bandaid" and regret having to ask you to implement the fix, I do know a great deal of FTB Agrarian Skies servers that will greatly be in debt to you for it. Your mod has made me really enjoy skyblock and I can only hope we see you continue your work as I know mod development is difficult when it comes to Minecraft as it an ever-changing environment on each update of MC.
I will be grabbing your 1.7 version as I love the mod and look forward to playing it. Keep up the good work and we all appreciate the hard work you put in!
Looks like Extra Utils liquid nodes/transfer pipes ignore the 1 bucket storage capabilities of barrels and will fill them with as much fluid as is in the node. I drained a full portable tank of witch water out of the first one, and the second one has 3 1/2 buckets.
I put up a new update with some tiny, but powerful bug fixes.
v1.29e for 1.6.4
- added some code which should stop silkworms from crashing MCPC+ / Cauldron servers. This isn't a very good solution to the problem and there will be weird visual bugs on those servers, but because of the way MCPC+ works, this is the best I can do right now. Thanks iShot1992 for bringing this to my attention.
- changed crucibles to prevent an interaction that caused tons of packets to get sent from the server to the client when a pipe or fluiduct was pulling fluids out of a crucible. You should be able to expand your lava factories much further now before your computer falls into a coma. Thanks ryan_the_leach on the FTB forums for the heads up.
will it be possible to add through the configurations what mobs will get turned into other mobs when using witch water?
because I'd like to be able to have slimes get changed into magma cubes, bats into firebats, zombies into angry zombies and so on...
so it'd be really nice if you could do this yourself through configurations
Apparently, there is no tab to access Ex Nihilo in Creative Mode for Minecraft 1.6.4
... that is, unless something went wrong with the installation. The items/blocks in this mod seem to be working but I cannot access them via Creative mode.
(Yes, i have the Not Enough Items mod, but I'd rather see a tab for Creative Mode)
Apparently, there is no tab to access Ex Nihilo in Creative Mode for Minecraft 1.6.4
... that is, unless something went wrong with the installation. The items/blocks in this mod seem to be working but I cannot access them via Creative mode.
(Yes, i have the Not Enough Items mod, but I'd rather see a tab for Creative Mode)
Thanks.
You ate correct all the items are in the vanilla tabs not in the modded ones
I don't know if this is a common bug or not, but on my client the blocks like the crucible, barrel, sifter, etc. the icons are plain textures instead of block models.
I have a problem I don't understand using last version (don't know with older one):
On Agrarian Skies Flat, when I manually use the sifter with dirt, once the process is over, I get a sound loop of getting many small stone, and game go full lag, no crash, just nothing respond, until after a while I get the ressource and go over again with a new dirt, sometime lag, many time in fact, then ok, then lag
don't seem to do that with my Agrarian Skies HSH though
any idea?
-drakray
Rollback Post to RevisionRollBack
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is there any chance of getting some of the new blocks for vanilla 1.7. added into this mod?
Specifically the red sand and Podzel blocks, although packed ice might be nice too.
One interesting "recipe" for Podzel might simply be having the composting barrels have Podzel form if you are composting leaves instead of other items. Since you need iron shears for the leaves, it seems like a slightly more challenging method of obtaining what should legtimately be a rarer block. DEFINITELY don't make a simple recipe on a crafting table nor have any sort of "seed" which grows Podzel dirt. It also makes it a later game feature since you would likely need an abundance of iron if you are making these blocks in quantity.
Red sand seems particularly challenging in terms of a reasonable receipe though. A quick and dirty recipe just seems too lame for this block too though. It seems like it needs to be mixed with either red dye (relatively cheap and easy to obtain) or redstone (obviously harder). I don't know how you might logically consider adding the red to the sand, but it screams for some mixing machine type thing. Almost like adding sand to witch water (a possibility) or at least adding sand to a barrel in some way to allow you to add the dye.
Packed Ice is also something that similarly screams for almost a completely new machine though... some sort of compactor that pushes multple blocks together into a single block. At the very least it should compact either 9 blocks of snow or 9 blocks of ice (perhaps either one) to form the packed ice. Such a machine could be fun for diamonds too such as crushing 9 blocks of coal (not just pices... I'm talking blocks here) into a single diamond. Perhaps I'm digressing, but the packed ice block could be fun and challenging in terms of how you might try to add it into the game in terms of a path through renewable resources for its creation.
If you (or anybody else) has thoughts on this, I'd like to hear them too.
But before the new blocks, I'd like to be able to get some already here but not obtainable blocks like ore blocks, cobwebs, snow and ice, etc
Snow and Ice can be obtained simply by being in the correct biome which is cold. The original Ex Nihlo companion map has one of these biomes. It is a problem if you are playing on a superflat map. The original SkyBlock map by Noobcrew starts out in an ice plains biome, so ice is essentially "free". I've built plenty of stuff with both snow and ice even in vanilla SkyBlock type maps without this mod.
Cobwebs sound like a good idea though and is definitely missing from this mod (so useful for some traps as well as rapid drop tubes to drop to a lower level like a slime farm). It is so close with the crafted items used to make the sifting tables. I hate encouraging more machines or devices being made, but a loom might make sense here. It is definitely needed.
Ore blocks are IMHO only useful in terms of decoration, but I see the point of having some. It does help you out also in terms of at least an iron ore block as you need to mine one in order to complete a specific vanilla Minecraft achievement... a very useful objective if you want to show how complete this mod might be. It seems like you also need to mine a diamond ore block too.
Since you mention existing blocks, it would also be nice to get some of the mob heads for mobs other than Wither Skeletons, as those are also in vanilla Minecraft but not normally obtainable in survival.
Interesting concept. What I thought this mod did, and, it might be beyond your scope, but it would be neat if the mod actually created a skyblock world. I don't know how, but it should be possible to add a world type called "Sky Block" that would forcibly generate an empty void world. That way you wouldn't need world editors or anything to create Sky Block maps, you could generate them like normal worlds. It wouldn't allow normal world generation, and you could even make it randomly generate other islands, just small and far apart.
Also, Extra Utilities has a special block called the "Angel Block" which can be placed in the air, not against any other block. That would be super useful for Sky Block maps, maybe you could add something like that?
There's a mod known as the Better World Generation 4 mod that can do this. It also has many other survival (or creative) oriented world types that it adds, and even an improved version of the vanilla world generation, and this last one adds the ability to control which biomes generate, if certain biomes are bigger than others, etc. In summary, this mod is excellent.
Credit for BWG4 Mod goes to: ted80
Link to Minecraft Forum mod page: http://www.minecraftforum.net/topic/1070207-172-better-world-generation-4-v120g/
Silkworms. Vanilla big big forest. Or ... twilight forest.
Will they infect twilight forest leaves? Even the dark forest leaves?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If they're leaves, then yes. It infects slime leaves of all things.
https://discord.gg/0kvhqyfryyjfO7qY
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
https://discord.gg/0kvhqyfryyjfO7qY
I am aware of this issue. I'm also aware of the "null check" that they are saying would fix this. The problem is that this would introduce yet more bugs. Granted, the bugs that would be created would be the lesser of the two evils when compared to crashing the whole server, but a true fix would be one that doesn't have ugly side effects. If they would like to suggest one, I'm willing to listen.
Also, they didn't need to decompile my mod. It's open source. The link to the source code is in the OP under the the permissions spoiler.
It's really annoying the way the brush this off as my problem and dismiss it. The problem is that their code doesn't completely emulate the behavior of Forge. In Forge, if I create a block which is tied to a Tile Entity, that tile entity is created instantly. In MCPC+, that tile entity is created at some time in the future whenever the server decides it has a free moment.
So when a silkworm spreads and I say, "Hey server, give me that Tile Entity that you just created for me", Forge always hands me what I want. In MCPC+ I say "Hey server, give me that TileEntity" and it says "Ok, here you go" and hands me.... nothing. I can't just check to see if theres nothing there and ignore it. There is a reason that I'm asking for a reference for that TileEntity. That reference is vital to the proper functioning of the silkworms. I can't see a reasonable way to make them work properly with this behavior in place.
I didn't write my mod for MCPC+, I wrote it for Forge. If MCPC+ wants to call itself compatible with Forge mods, it should be compatible with the mods that work perfectly in Forge. Including this one, yes? Why are they saying this is my problem again?
On top of all of that, I've said in multiple places that I have moved on from working on 1.6.4. I can't juggle multiple dev environments for multiple versions of Minecraft. The 1.7 version has been in public testing for over a month now.
...
Still, I'll set up my 1.6 dev environment again and add this ugly little bandaid, simply because it's just a single line of code that will never be triggered on a normal Forge server. You can probably expect a build in the next couple of days.
I don't know, to me, the part of the charm of Ex Nihilo is that it has no GUIs.
And I don't like the idea of using RF.
What if I don't want to use Thermal expansions with Ex Nihilo?
There are other mods that can automate sieving, and I don't like this idea because it's pretty much a 'force people to use this mod if they want to automate sieves' suggestion, and I don't think we should have to install another mod to use something in Ex Nihilo.
I'd rather it be limiting in some other way, like being really slow, having a lower droprate, being big and bulky, etc
Idea on a way to automate sieving somewhat based on physics. Having a water block on top of the sieve could automate its "click" but reduce output.
I am more than aware while MCPC+ is a nice tool, it is not perfect and I by no means meant to say this is your fault and really to have them blame the mod developer is quite sad while I am sure they could very well code MCPC+ to support your mod. I also hate to have to make you juggle 1.6 and 1.7 as progressing forward is always more important especially in mod development as I am sure it is hard to keep up with all the MC/Forge releases.
The problem for some of us is the fact that FTB is always stuck a few versions behind most developers and their mods meaning 1.6.4 is what we have to deal with from FTB. I was just recently introduced to your mod with Agrarian Skies and feel that without the silkworms while not a game-breaking issues, really detracts from part of your mod even if it is so minor.
With all this said, I appreciate you addressing the issue with the "ugly bandaid" and regret having to ask you to implement the fix, I do know a great deal of FTB Agrarian Skies servers that will greatly be in debt to you for it. Your mod has made me really enjoy skyblock and I can only hope we see you continue your work as I know mod development is difficult when it comes to Minecraft as it an ever-changing environment on each update of MC.
I will be grabbing your 1.7 version as I love the mod and look forward to playing it. Keep up the good work and we all appreciate the hard work you put in!
v1.29e for 1.6.4
- added some code which should stop silkworms from crashing MCPC+ / Cauldron servers. This isn't a very good solution to the problem and there will be weird visual bugs on those servers, but because of the way MCPC+ works, this is the best I can do right now. Thanks iShot1992 for bringing this to my attention.
- changed crucibles to prevent an interaction that caused tons of packets to get sent from the server to the client when a pipe or fluiduct was pulling fluids out of a crucible. You should be able to expand your lava factories much further now before your computer falls into a coma. Thanks ryan_the_leach on the FTB forums for the heads up.
because I'd like to be able to have slimes get changed into magma cubes, bats into firebats, zombies into angry zombies and so on...
so it'd be really nice if you could do this yourself through configurations
... that is, unless something went wrong with the installation. The items/blocks in this mod seem to be working but I cannot access them via Creative mode.
(Yes, i have the Not Enough Items mod, but I'd rather see a tab for Creative Mode)
Thanks.
You ate correct all the items are in the vanilla tabs not in the modded ones
On Agrarian Skies Flat, when I manually use the sifter with dirt, once the process is over, I get a sound loop of getting many small stone, and game go full lag, no crash, just nothing respond, until after a while I get the ressource and go over again with a new dirt, sometime lag, many time in fact, then ok, then lag
don't seem to do that with my Agrarian Skies HSH though
any idea?
-drakray
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
Thanks
What is the 12:2 form of sand?
EDIT: Also, why the zero percent chance of stuff from sieving stone? Or was that Jaded just being trolly?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Specifically the red sand and Podzel blocks, although packed ice might be nice too.
One interesting "recipe" for Podzel might simply be having the composting barrels have Podzel form if you are composting leaves instead of other items. Since you need iron shears for the leaves, it seems like a slightly more challenging method of obtaining what should legtimately be a rarer block. DEFINITELY don't make a simple recipe on a crafting table nor have any sort of "seed" which grows Podzel dirt. It also makes it a later game feature since you would likely need an abundance of iron if you are making these blocks in quantity.
Red sand seems particularly challenging in terms of a reasonable receipe though. A quick and dirty recipe just seems too lame for this block too though. It seems like it needs to be mixed with either red dye (relatively cheap and easy to obtain) or redstone (obviously harder). I don't know how you might logically consider adding the red to the sand, but it screams for some mixing machine type thing. Almost like adding sand to witch water (a possibility) or at least adding sand to a barrel in some way to allow you to add the dye.
Packed Ice is also something that similarly screams for almost a completely new machine though... some sort of compactor that pushes multple blocks together into a single block. At the very least it should compact either 9 blocks of snow or 9 blocks of ice (perhaps either one) to form the packed ice. Such a machine could be fun for diamonds too such as crushing 9 blocks of coal (not just pices... I'm talking blocks here) into a single diamond. Perhaps I'm digressing, but the packed ice block could be fun and challenging in terms of how you might try to add it into the game in terms of a path through renewable resources for its creation.
If you (or anybody else) has thoughts on this, I'd like to hear them too.
Version 2.1 now updated for MC 1.6.2
Mixing sand with iron ore dust for two units of red sand would be nice.
But before the new blocks, I'd like to be able to get some already here but not obtainable blocks like ore blocks, cobwebs, snow and ice, etc
Snow and Ice can be obtained simply by being in the correct biome which is cold. The original Ex Nihlo companion map has one of these biomes. It is a problem if you are playing on a superflat map. The original SkyBlock map by Noobcrew starts out in an ice plains biome, so ice is essentially "free". I've built plenty of stuff with both snow and ice even in vanilla SkyBlock type maps without this mod.
Cobwebs sound like a good idea though and is definitely missing from this mod (so useful for some traps as well as rapid drop tubes to drop to a lower level like a slime farm). It is so close with the crafted items used to make the sifting tables. I hate encouraging more machines or devices being made, but a loom might make sense here. It is definitely needed.
Ore blocks are IMHO only useful in terms of decoration, but I see the point of having some. It does help you out also in terms of at least an iron ore block as you need to mine one in order to complete a specific vanilla Minecraft achievement... a very useful objective if you want to show how complete this mod might be. It seems like you also need to mine a diamond ore block too.
Since you mention existing blocks, it would also be nice to get some of the mob heads for mobs other than Wither Skeletons, as those are also in vanilla Minecraft but not normally obtainable in survival.
Version 2.1 now updated for MC 1.6.2
There's a mod known as the Better World Generation 4 mod that can do this. It also has many other survival (or creative) oriented world types that it adds, and even an improved version of the vanilla world generation, and this last one adds the ability to control which biomes generate, if certain biomes are bigger than others, etc. In summary, this mod is excellent.
Credit for BWG4 Mod goes to: ted80
Link to Minecraft Forum mod page: http://www.minecraftforum.net/topic/1070207-172-better-world-generation-4-v120g/