Hi there, a little less than two weeks ago I asked about processing ores from the Nether Ores mod in the extractor. You said to change AoBD's config about RotaryCraft support which I've done, but I still can't process Nether Ores in the extractor.
Are there any other mods that could be causing issues?
Are
there any mods you know of that mess with them like that? It'd be good
to know to ensure it doesn't reoccur and help us figure out what was
messing with it if we have a mod known to cause problems.
Anything calling setBlockMetadata() without checking.......good luck finding it.
The
description for the linker and the vacuum gun are completely blank in
the chromatic lexicon although their recipes are given. Is this
intentional? I am using the latest version (v7e).
They were not fully implemented until v8.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
so on and so forth for each nether ore, that was harder to find than i recall it being, so if anyone else needs to find oredictionary names check your forge lexicon in game is the only way i found, it's one of the teamcofh optional mods.
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24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
so on and so forth for each nether ore, that was harder to find than i recall it being, so if anyone else needs to find oredictionary names check your forge lexicon in game is the only way i found, it's one of the teamcofh optional mods.
I need his results, not yours, because his could be modified by another mod.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I need his results, not yours, because his could be modified by another mod.
fair enough, i figured it would be helpful since nether ores is pretty wide spread and standard though is all
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
First of all sorry if this is just another post that you have already received, although I'm sure It should help some what. Spoiler for some content from mods is given as examples of what it can do. But Witchery, and botania should be fine for playing along side with, ars magika should be mostly fine except for it seems less stable (Depending on version) than botania and witchery.
If you have already played this far in these sorry for the late post I was preparing for windows 10 and now am fully upgraded and operational again.
Ive played ars magika and depending on which version you are using it is pretty unstable, and does not like to play well with others. Be prepared for ID conflicts... ID conflicts everywhere just so you know Ars Magika ID conflicts (of what I have seen, May have been fixed in newer updates, hope this helps) with witchery, rotarycraft, Twilight Forest, and CC (And probably lots of crashes from my experience). Unless I missed something ars magika seems to not have any ore doubling, plenty of fights and boss fights that if you go into not armed enough for you will get absolutely smashed, it's own power system, spell crafting system, mob spawns (Mainly Elementals and White/Black Mages Random, Boss Spawns [Rare]). It however does have spells for nearly any use, but it takes a lot of dedication in resources and space (multiblock structures) to get the high end spells. And Affinity's greatly change the way the game plays for a dedicated mage to one magic. Such as immunity to certain effects like poison, fire and all that. And some other things for example people who go the white mage route (the healer) will get nausea If they kill something. Although this mod has a lot (more than that can simply be explained, like most mods. however I think it could work).
Onto Witchery I have played this somewhat, I normally go the vampire route. despite the name witchery it has Vampires, Werewolves, Witches, And Hunters for all of them. Witches = Lots of gardening and brewing, poppets of defense, and offense too. Werewolves never looked into them although they are the only thing (other than the sun, and other classic things like stakes, garlic...) that can hurt a fully matured vampire (LVL 10). Witchery's biggest changes are to the villages, they now have walls sometimes, Guards, more villagers/Witches, Villagers are required for vampires to survive how ever they do not like their blood being drank. And will fight back if they find out. Rituals, Emeralds, Villagers, Witches. (Witchery is a unique magic mod that covers strange areas that most do not).
Ive played ars magika and depending on which version you are using it is pretty unstable, and does not like to play well with others. Be prepared for ID conflicts... ID conflicts everywhere just so you know Ars Magika ID conflicts (of what I have seen, May have been fixed in newer updates, hope this helps) with witchery, rotarycraft, Twilight Forest, and CC (And probably lots of crashes from my experience). Unless I missed something ars magika seems to not have any ore doubling, plenty of fights and boss fights that if you go into not armed enough for you will get absolutely smashed, it's own power system, spell crafting system, mob spawns (Mainly Elementals and White/Black Mages Random, Boss Spawns [Rare]). It however does have spells for nearly any use, but it takes a lot of dedication in resources and space (multiblock structures) to get the high end spells. And Affinity's greatly change the way the game plays for a dedicated mage to one magic. Such as immunity to certain effects like poison, fire and all that. And some other things for example people who go the white mage route (the healer) will get nausea If they kill something. Although this mod has a lot (more than that can simply be explained, like most mods. however I think it could work).
Ars Magica is pretty stable in my experience, and the ID conflicts are likely with the potions, which, if you have DragonAPI installed (since we're in Reika's thread anyway), you'll have 256 potion IDs to give to things, which will be plenty for AM2, Witchery and Blood Magic, which all add tons of potion effects. You can use NEI's dump feature to help organise them.
And AM2 does have ore doubling, in the form of the Calefactor, though it needs all three types of its "Etherium" to have a chance of doubling.
Has something changed with the consum of additives in the performence engine according to the wiki redstone least 180s gunpowder 360s and Blaze 720s but if i run the engine the additive are decreased much faster.
No, they have never changed since they were written in February 2013.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
yes it was full of energy. But i cant deplete it anymore because it recharges too fast.
Another Question:
Should i get the Progress "other worlds" for crafting the Portal Rift? I crafted it and achieved nothing. Even if i placed them in the world. Maybe the issue is that it is called "Unnamed"?
AND
I want to build the portal beacon. How can i craft this "crystalline Energy Stabilizer" Crystalline "Stone beam" and "Crystal Pylon Focus"?
This three:
Or is the Portal beacon a Structure to find in the world?
yes it was full of energy. But i cant deplete it anymore because it recharges too fast.
Another Question:
Should i get the Progress "other worlds" for crafting the Portal Rift? I crafted it and achieved nothing. Even if i placed them in the world. Maybe the issue is that it is called "Unnamed"?
AND
I want to build the portal beacon. How can i craft this "crystalline Energy Stabilizer" Crystalline "Stone beam" and "Crystal Pylon Focus"?
This three:
Or is the Portal beacon a Structure to find in the world?
I guarantee you have seen those three blocks before.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
yes i have seen them on the pylons. But i cant harvest them. They convert to colums and focus frames. Can i enrich them in some way?
The RoC Bedrock Pickaxe lets me harvest them, so either that or silk touch is the key, you'd have to experiment. I have an idea about the enrichment process, I'll have to try it tonight, without spoiling in case it works, I'll say it involves liquid chroma.
Meanwhile I still have a completely nonfunctional pylon though... complete structure, 8 trees, 8 power crystals, has been that way for days, long enough to recharge, yet it still refuses to wake up/activate and repeaters don't recognize it as a valid link. No idea how to fix or if I should just scavenge & abandon it.
Hi there, a little less than two weeks ago I asked about processing ores from the Nether Ores mod in the extractor. You said to change AoBD's config about RotaryCraft support which I've done, but I still can't process Nether Ores in the extractor.
Are there any other mods that could be causing issues?
I need his results, not yours, because his could be modified by another mod.
I've been saying this repeatedly here and on IRC: the AOBD config option interaction with RotaryCraft is BROKEN (tested as of AOBD 2.6.3 and RoC v7f). Setting it to true disables half of the ores in the extractor, setting it to false disables the other half in the extractor. Removing AOBD entirely lets the extractor work fine. I don't know which mod is at fault, but they don't work together, regardless of the configuration options chosen. Remove AOBD and try ore processing again -- I would bet everything suddenly works fine.
I am trying to use the ground penetrating radar but i can not switch the section because in Germany the Keybords do not have square brackets how can i change the hotkeys.
so i am currently developing a semi-private pack based around gating all tech behind magic mods. the only tech in the pack is forestry, minechem ,and all of reika's mods.
changes i want to do and can and reasons ( reasons are here in case anybody has better advice for a method)
-- remove bedrock armor and only the armor: the pack is designed with being vulnerable at every point in the game so while i have no problems with the amount of power in every other part of reika's mods this one in particular is too powerful to be in the pack with only one other case
-- removing the instant kill version of the shock panel ( can kill things that shouldn't be kill able and discourages use of the other similar things in the pack)
note:increasing the price for ether of these things doesn't make sense in the pack because of how slow it is to get up the tech tree so there is nothing valuable enough to counter the power of the items.
things i want to do but haven't figured out how and am looking for suggestions.
-- I am going to be using terra steel as the gatting item for the blast furnace but tera steel while this helps i have a desigre to make sure that automation is achieved before starting to use rotary craft so that it does not completely replace botania automation after starting it.
so i have two ideas a way to replace iron in the hsla steel recipe with mana steel but i have no clue if that is possible
or find a way to disable dropping of gunpowder from creepers so that you have to use the botania conversion or another recipe.
and last a flat out feature request
-- A way to disable drops from kills by pylons or to disable them killing nightmares from witchery
I asked Reika a similar question - have you seen his post #22263? That picture solved my problem. The 3x3 grid of portal rifts will make their own particle effects regardless of what is around them. The completed portal beacon will have a white vortex appear on the rifts and some other particle effects, complete with an ominous tone.
What are the OreDict names?
Anything calling setBlockMetadata() without checking.......good luck finding it.
They were not fully implemented until v8.
oreNetherGold
so on and so forth for each nether ore, that was harder to find than i recall it being, so if anyone else needs to find oredictionary names check your forge lexicon in game is the only way i found, it's one of the teamcofh optional mods.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I need his results, not yours, because his could be modified by another mod.
fair enough, i figured it would be helpful since nether ores is pretty wide spread and standard though is all
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
First of all sorry if this is just another post that you have already received, although I'm sure It should help some what. Spoiler for some content from mods is given as examples of what it can do. But Witchery, and botania should be fine for playing along side with, ars magika should be mostly fine except for it seems less stable (Depending on version) than botania and witchery.
If you have already played this far in these sorry for the late post I was preparing for windows 10 and now am fully upgraded and operational again.
Ive played ars magika and depending on which version you are using it is pretty unstable, and does not like to play well with others. Be prepared for ID conflicts... ID conflicts everywhere just so you know Ars Magika ID conflicts (of what I have seen, May have been fixed in newer updates, hope this helps) with witchery, rotarycraft, Twilight Forest, and CC (And probably lots of crashes from my experience). Unless I missed something ars magika seems to not have any ore doubling, plenty of fights and boss fights that if you go into not armed enough for you will get absolutely smashed, it's own power system, spell crafting system, mob spawns (Mainly Elementals and White/Black Mages Random, Boss Spawns [Rare]). It however does have spells for nearly any use, but it takes a lot of dedication in resources and space (multiblock structures) to get the high end spells. And Affinity's greatly change the way the game plays for a dedicated mage to one magic. Such as immunity to certain effects like poison, fire and all that. And some other things for example people who go the white mage route (the healer) will get nausea If they kill something. Although this mod has a lot (more than that can simply be explained, like most mods. however I think it could work).
Onto Witchery I have played this somewhat, I normally go the vampire route. despite the name witchery it has Vampires, Werewolves, Witches, And Hunters for all of them. Witches = Lots of gardening and brewing, poppets of defense, and offense too. Werewolves never looked into them although they are the only thing (other than the sun, and other classic things like stakes, garlic...) that can hurt a fully matured vampire (LVL 10). Witchery's biggest changes are to the villages, they now have walls sometimes, Guards, more villagers/Witches, Villagers are required for vampires to survive how ever they do not like their blood being drank. And will fight back if they find out. Rituals, Emeralds, Villagers, Witches. (Witchery is a unique magic mod that covers strange areas that most do not).
Ars Magica is pretty stable in my experience, and the ID conflicts are likely with the potions, which, if you have DragonAPI installed (since we're in Reika's thread anyway), you'll have 256 potion IDs to give to things, which will be plenty for AM2, Witchery and Blood Magic, which all add tons of potion effects. You can use NEI's dump feature to help organise them.
And AM2 does have ore doubling, in the form of the Calefactor, though it needs all three types of its "Etherium" to have a chance of doubling.
No, they have never changed since they were written in February 2013.
yes it was full of energy. But i cant deplete it anymore because it recharges too fast.
Another Question:
Should i get the Progress "other worlds" for crafting the Portal Rift? I crafted it and achieved nothing. Even if i placed them in the world. Maybe the issue is that it is called "Unnamed"?
AND
I want to build the portal beacon. How can i craft this "crystalline Energy Stabilizer" Crystalline "Stone beam" and "Crystal Pylon Focus"?
This three:
Or is the Portal beacon a Structure to find in the world?
I guarantee you have seen those three blocks before.
yes i have seen them on the pylons. But i cant harvest them. They convert to colums and focus frames. Can i enrich them in some way?
The RoC Bedrock Pickaxe lets me harvest them, so either that or silk touch is the key, you'd have to experiment. I have an idea about the enrichment process, I'll have to try it tonight, without spoiling in case it works, I'll say it involves liquid chroma.
Meanwhile I still have a completely nonfunctional pylon though... complete structure, 8 trees, 8 power crystals, has been that way for days, long enough to recharge, yet it still refuses to wake up/activate and repeaters don't recognize it as a valid link. No idea how to fix or if I should just scavenge & abandon it.
I've been saying this repeatedly here and on IRC: the AOBD config option interaction with RotaryCraft is BROKEN (tested as of AOBD 2.6.3 and RoC v7f). Setting it to true disables half of the ores in the extractor, setting it to false disables the other half in the extractor. Removing AOBD entirely lets the extractor work fine. I don't know which mod is at fault, but they don't work together, regardless of the configuration options chosen. Remove AOBD and try ore processing again -- I would bet everything suddenly works fine.
Ahh silk touch works fine thank you
use ß and ´
they replace the [ and ] of the american keyboard
Do you think that would have any weird performance impacts?
No.
how can i see that i build the portal beacon correctly?
I jumped in it and there appears just a noise and nothing happens.
Some particles come out of the portal so i thought everything is correct?
so i am currently developing a semi-private pack based around gating all tech behind magic mods. the only tech in the pack is forestry, minechem ,and all of reika's mods.
changes i want to do and can and reasons ( reasons are here in case anybody has better advice for a method)
-- remove bedrock armor and only the armor: the pack is designed with being vulnerable at every point in the game so while i have no problems with the amount of power in every other part of reika's mods this one in particular is too powerful to be in the pack with only one other case
-- removing the instant kill version of the shock panel ( can kill things that shouldn't be kill able and discourages use of the other similar things in the pack)
note:increasing the price for ether of these things doesn't make sense in the pack because of how slow it is to get up the tech tree so there is nothing valuable enough to counter the power of the items.
things i want to do but haven't figured out how and am looking for suggestions.
-- I am going to be using terra steel as the gatting item for the blast furnace but tera steel while this helps i have a desigre to make sure that automation is achieved before starting to use rotary craft so that it does not completely replace botania automation after starting it.
so i have two ideas a way to replace iron in the hsla steel recipe with mana steel but i have no clue if that is possible
or find a way to disable dropping of gunpowder from creepers so that you have to use the botania conversion or another recipe.
and last a flat out feature request
-- A way to disable drops from kills by pylons or to disable them killing nightmares from witchery
Kobra331,
I asked Reika a similar question - have you seen his post #22263? That picture solved my problem. The 3x3 grid of portal rifts will make their own particle effects regardless of what is around them. The completed portal beacon will have a white vortex appear on the rifts and some other particle effects, complete with an ominous tone.
Thnx Mrclean on which layer are the ender crystals? on the Crystal stone Bricks layer or upper?