Okay. Now I have another problem. Maybe it's my blindness. I stumbled over a crystal shrine and got the burried hollow progression. But how do I enter it? I remember from earlier versions, that there must be an entrance on one side but I do not see anything. Do I need a certain item to get into this black sphere? It is completely surrounded by shielding cloak. Or do I overlook the one or two blocks that can be dug away?
I'm kind of stuck here and don't want to cheat a way in.
I hope to find some crystal runes inside to unlock the casting room and rune casting. I that the right way to do this? I do not remember having such problems in the good old days.
Okay. Now I have another problem. Maybe it's my blindness. I stumbled over a crystal shrine and got the burried hollow progression. But how do I enter it? I remember from earlier versions, that there must be an entrance on one side but I do not see anything. Do I need a certain item to get into this black sphere? It is completely surrounded by shielding cloak. Or do I overlook the one or two blocks that can be dug away?
I'm kind of stuck here and don't want to cheat a way in.
I hope to find some crystal runes inside to unlock the casting room and rune casting. I that the right way to do this? I do not remember having such problems in the good old days.
That sounds like it triggered before you got into it. Could it have been used by another player?
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 reverted to an earlier backup and travelled to the location of the crystal shrine but it was not there anymore! I thought the position of world gen objects just depends on the seed. Does ChromatiCraft make an exception to this rule?
I reverted to an earlier backup and travelled to the location of the crystal shrine but it was not there anymore! I thought the position of world gen objects just depends on the seed. Does ChromatiCraft make an exception to this rule?
It stores where structures generated; having previously generated there, it did not attempt again. You would have needed to remove that location from its data file.
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 thought, I did that. I reverted the whole save folder to an earlier backup. I observed that generating the structures somewhat depends on opening the game to LAN or not. The first time I reached the location I had opened the game to LAN to cheat in an Angel Ring and forgot to reload. The second time I tried this, the shrine wasn't there when I reloaded the game without opening it to LAN. Another time, I also heard some kind of explosion sound and the location of the cystal shrine was filled up with gravel as if it was destroyed just before I could reach it.
Maybe I'll retry this a few more times or thy to find another one.
I'm mostly doing this because I want to unlock the casting room and rune casting. Is there a better way to get there without having to find a crystal shrine?
So I managed to get into this crystal shrine through a legit entrance but that did not unlock rune crafting or the casting room. I hoped that getting some crystal runes would unlock weak magical foci and then rune casting. Even crafting crystal runes and placing them in the world did not unlock it. What am I missing here? Do I need refractory gems (or whatever it is called)?
Should Chromaticraft be adding a trade on to each villager every time they get a new trade such that every odd trade is a CC specific trade and every even trade is what they'd normally have? Because if it is, it's breaking my immersion (and making it more difficult to trade for the things I actually want from villagers). Out of curiosity, why not add a CC specific villager?
Have you heard of the Village Names mod? Originally it added names to villages, villagers, some other locations, and entities. Then it back-ported some trade changes. Most recently it's back-ported some village gen. I find it really quite amazing. It has an option: "Assign 1.8+ Career subdivisions to vanilla Professions. Trading is still 1.7 style, but merchant offers will be more progression-based. WARNING: This will permanently modify already-generated vanilla Villager trade offers. [default: true]". When this option is turned on there seems to be some sort of interaction between Village Names and Chromaticraft where the game locks up. I end up killing java/Minecraft with Task Manager. Nothing is written to the log to indicate what happened during this time. If this doesn't pique your interest, I won't ask you to look into it, I'll just stop using Chromaticraft so I can have my trades be all proper like.
When designing an HTGR, what should I target as a reasonable power output from the whole system. 100kW, 1MW? I ask because I know over the years the HTGR has been tweaked and the videos that decribe the function can be out of date. I've made some large ones in my own testing (2 or 3 turbines) but that is a huge step up in power output for me. Plus, to do so, I have the PBR's stacked and they haven't historically fed the spent fuel pellets through the stack. It feels like I might be using them not in their intended application.
I've been having issues with shafts and clutches when creating them.
I cannot make steel shafts (wood and stone are fine). NEI shows the recipe, I follow the recipe, same item IDs. Nothing shows up in the output of the worktable.
When I place a stone shaft and break it with a pick, it comes back with a different item ID. 4358 becomes 4358:1.
I'm not sure whats up. I am running all the latest versions.
I've been having issues with shafts and clutches when creating them.
I cannot make steel shafts (wood and stone are fine). NEI shows the recipe, I follow the recipe, same item IDs. Nothing shows up in the output of the worktable.
When I place a stone shaft and break it with a pick, it comes back with a different item ID. 4358 becomes 4358:1.
I'm not sure whats up. I am running all the latest versions.
When designing an HTGR, what should I target as a reasonable power output from the whole system. 100kW, 1MW? I ask because I know over the years the HTGR has been tweaked and the videos that decribe the function can be out of date. I've made some large ones in my own testing (2 or 3 turbines) but that is a huge step up in power output for me. Plus, to do so, I have the PBR's stacked and they haven't historically fed the spent fuel pellets through the stack. It feels like I might be using them not in their intended application.
Should Chromaticraft be adding a trade on to each villager every time they get a new trade such that every odd trade is a CC specific trade and every even trade is what they'd normally have? Because if it is, it's breaking my immersion (and making it more difficult to trade for the things I actually want from villagers).
Out of curiosity, why not add a CC specific villager?
Have you ever tried finding a specific villager, when maybe one village in four spawns them, and most of those are dead from zombies by the second night?
Have you heard of the Village Names mod? Originally it added names to villages, villagers, some other locations, and entities. Then it back-ported some trade changes. Most recently it's back-ported some village gen. I find it really quite amazing. It has an option: "Assign 1.8+ Career subdivisions to vanilla Professions. Trading is still 1.7 style, but merchant offers will be more progression-based. WARNING: This will permanently modify already-generated vanilla Villager trade offers. [default: true]". When this option is turned on there seems to be some sort of interaction between Village Names and Chromaticraft where the game locks up. I end up killing java/Minecraft with Task Manager. Nothing is written to the log to indicate what happened during this time. If this doesn't pique your interest, I won't ask you to look into it, I'll just stop using Chromaticraft so I can have my trades be all proper like.
I have never heard of this mod, but try running VisualVM to find where the infinite loop is.
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
Have you ever tried finding a specific villager, when maybe one village in four spawns them, and most of those are dead from zombies by the second night?
I have never heard of this mod, but try running VisualVM to find where the infinite loop is.
Please review your trade-adding logic. Any villager I trade heavily with will end up with more CC trades than their normal trades - eventually their trades will get locked because their top-level trade is CC item I don't have available yet. I don't know if this intentional, but it forces progression in your mod on top of all other mods.
Maybe I'm jaded. I do not struggle to find villagers, I use mods to increase the size and frequency, of villages and to prevent deaths and allow me to resurrect them if they do die (peaceful nights, dangerous caves and gravestone mod - Graves by nightkosh).
I find it interesting that you state you don't add a specific villager because of how how hard they can be to find and yet you've no issues with us investing hours of game play and thousands of blocks of travel to find your other progression items...not the least of which are your uncommon village buildings..that are found...in..maybe one third of villages at most. Many mods resolve this issue by creating a common village building that always spawns the mod's villager (Thaumcraft, Witchery, Tinker's Construct, Flaxbeard's Steampower, Immersive Engineering, Forestry, Agricraft, Gravestones Mod (by nightkosh), RailCraft, just to name the one's I have installed). You could do this...or maybe give us the ability to transmute a villager? How about...dunk a villager in Liquid Chroma and pelt him with info fragments or something?
I'll look into the VisualVM some time in the near future.
hi =D long time no post... i got a new laptop as my old one finally died.
im playing with all latest versions of your mods.
in a test world i was building all of the multiblock structures for schematica and i ended up crashing as i was building the cloaking tower (just as i placed the cloaking beacon).
it seems related to chromaticraft and railcraft...
java.lang.ClassCastException: mods.railcraft.common.blocks.hidden.TileHidden cannot be cast to Reika.ChromatiCraft.TileEntity.AOE.Defence.TileEntityCloakingTower at Reika.ChromatiCraft.TileEntity.AOE.Defence.TileEntityCloakingTower.isPlayerCloaked(TileEntityCloakingTower.java:218)
link to the crash report from Open Eye down below =)
reloading the world causes me to be placed just before i placed the cloaking beacon (will try to run the game in peaceful to see if there was some issue).
not the same error. no crash report but can post current log. but uh while i was playing and the weather 2 mod was doing its thing (its about to hurl a cat 4 hurricane at me by looks of my skybox) i got this in chat: "Structure BURROW encountered 7 errors during generation. Check your log for details. Error ID: -8911798724638104272"
in the log it seems weather 2 tried to place snow blocks while the storm was moving past where a burrow would be.... or.... something... youd probably understand what the error id means. heres the google drive for the log (pastebin says its too big):
i paused the game at the moment the chat message appeared and came straight here so the error is at the bottom.
interestingly i also had in the log something about chromaticraft having to load progression through the cache as somehow i lost progress?
timestamp for that is 18:33:10
interestingly this is right around when i came across a burrow that had partway generated into a minor cave that was just a few blocks below the surface...not sure. its kinda weird.
okay so.... i didnt want to post another reply as i didnt want to flood thread... i have a feeling its minecraft being minecraft but just got another crash. im gonna put the log on pastebin but short bit:
Description: Ticking entity
java.util.ConcurrentModificationException
Entity being ticked: Entity Type: ReikaMeteor (Reika.MeteorCraft.Entity.EntityMeteor)
my assumption is it somehow hit something wrong and minecraft just derped.
Please review your trade-adding logic. Any villager I trade heavily with will end up with more CC trades than their normal trades - eventually their trades will get locked because their top-level trade is CC item I don't have available yet. I don't know if this intentional, but it forces progression in your mod on top of all other mods.
Only one trade is ever added per villager, and only 25% of the time.
Maybe I'm jaded. I do not struggle to find villagers, I use mods to increase the size and frequency, of villages and to prevent deaths and allow me to resurrect them if they do die (peaceful nights, dangerous caves and gravestone mod - Graves by nightkosh).
I do not design for a specific modpack - for most people villagers are a finite and rapidly depleted resource.
I find it interesting that you state you don't add a specific villager because of how how hard they can be to find and yet you've no issues with us investing hours of game play and thousands of blocks of travel to find your other progression items...not the least of which are your uncommon village buildings..that are found...in..maybe one third of villages at most.
Buildings, structures, and ores do not delete themselves or get hunted to extinction.
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'm still stuck unlocking the casting room in ChromatiCraft. Can someone give me a hint which progression is needed to make the casting table recognize the casting room?
I levelled up two different casting tables and rebuilt the casting room twice to ensure I use the right blocks. I found a crystal shrine, a snowy outpost, an ocean temple, and the thing in the desert the name of what I forgot. I visited the nether including the netherroof, dug to bedrock, killed the ender dragon and stepped into liquid chroma. I collected energy from all 16 pylons and found the hidden chest in the village. I even bought that flawed focus crystal from a villager, which did not unlock the progress by the way.
The casting room is still not recognized. And so I cannot use rune casting.
did you craft enough stuff in it? the table has "xp" so it needs to craft enough stuff to level up.
(stuff you haven't crafted in it before gives more xp)
(Also, on a unrelated note, I noticed you can no longer mega enchant bedrock armor lol, though it is weird that you cannot put xp boost on a bedrock sword, even though you can put it on all other swords)
Hey, I'm on the 'Magic Alloying' step of ChromatiCraft progression and when I follow the steps to make a magical alloy, nothing actually happens. For example: I have thrown 16 chromatic dust and 1 iron ingot into a pool of liquid chroma but nothing happens, even after waiting a good 5 minutes. (For the record, the effects that I have seen in videos also do not happen.) I have also tried to make firaxite alloy and radiative alloy but to the same result. Any help here?
Okay. Now I have another problem. Maybe it's my blindness. I stumbled over a crystal shrine and got the burried hollow progression. But how do I enter it? I remember from earlier versions, that there must be an entrance on one side but I do not see anything. Do I need a certain item to get into this black sphere? It is completely surrounded by shielding cloak. Or do I overlook the one or two blocks that can be dug away?
I'm kind of stuck here and don't want to cheat a way in.
I hope to find some crystal runes inside to unlock the casting room and rune casting. I that the right way to do this? I do not remember having such problems in the good old days.
That sounds like it triggered before you got into it. Could it have been used by another player?
No, it's a singleplayer world.
I reverted to an earlier backup and travelled to the location of the crystal shrine but it was not there anymore! I thought the position of world gen objects just depends on the seed. Does ChromatiCraft make an exception to this rule?
It stores where structures generated; having previously generated there, it did not attempt again. You would have needed to remove that location from its data file.
I thought, I did that. I reverted the whole save folder to an earlier backup. I observed that generating the structures somewhat depends on opening the game to LAN or not. The first time I reached the location I had opened the game to LAN to cheat in an Angel Ring and forgot to reload. The second time I tried this, the shrine wasn't there when I reloaded the game without opening it to LAN. Another time, I also heard some kind of explosion sound and the location of the cystal shrine was filled up with gravel as if it was destroyed just before I could reach it.
Maybe I'll retry this a few more times or thy to find another one.
I'm mostly doing this because I want to unlock the casting room and rune casting. Is there a better way to get there without having to find a crystal shrine?
So I managed to get into this crystal shrine through a legit entrance but that did not unlock rune crafting or the casting room. I hoped that getting some crystal runes would unlock weak magical foci and then rune casting. Even crafting crystal runes and placing them in the world did not unlock it. What am I missing here? Do I need refractory gems (or whatever it is called)?
Reika,
Should Chromaticraft be adding a trade on to each villager every time they get a new trade such that every odd trade is a CC specific trade and every even trade is what they'd normally have? Because if it is, it's breaking my immersion (and making it more difficult to trade for the things I actually want from villagers). Out of curiosity, why not add a CC specific villager?
Have you heard of the Village Names mod? Originally it added names to villages, villagers, some other locations, and entities. Then it back-ported some trade changes. Most recently it's back-ported some village gen. I find it really quite amazing. It has an option: "Assign 1.8+ Career subdivisions to vanilla Professions. Trading is still 1.7 style, but merchant offers will be more progression-based. WARNING: This will permanently modify already-generated vanilla Villager trade offers. [default: true]". When this option is turned on there seems to be some sort of interaction between Village Names and Chromaticraft where the game locks up. I end up killing java/Minecraft with Task Manager. Nothing is written to the log to indicate what happened during this time. If this doesn't pique your interest, I won't ask you to look into it, I'll just stop using Chromaticraft so I can have my trades be all proper like.
Thanks.
Hopefully I can ask here.
When designing an HTGR, what should I target as a reasonable power output from the whole system. 100kW, 1MW? I ask because I know over the years the HTGR has been tweaked and the videos that decribe the function can be out of date. I've made some large ones in my own testing (2 or 3 turbines) but that is a huge step up in power output for me. Plus, to do so, I have the PBR's stacked and they haven't historically fed the spent fuel pellets through the stack. It feels like I might be using them not in their intended application.
I've been having issues with shafts and clutches when creating them.
I cannot make steel shafts (wood and stone are fine). NEI shows the recipe, I follow the recipe, same item IDs. Nothing shows up in the output of the worktable.
When I place a stone shaft and break it with a pick, it comes back with a different item ID. 4358 becomes 4358:1.
I'm not sure whats up. I am running all the latest versions.
https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/2741
A good HTGR can produce about two gigawatts.
Every villager, no. A noticeable fraction, yes.
Have you ever tried finding a specific villager, when maybe one village in four spawns them, and most of those are dead from zombies by the second night?
I have never heard of this mod, but try running VisualVM to find where the infinite loop is.
With the release of GTNH-NEI 2.1.1 they've added tabs, could it be possible to add the hadling to your mods?
Please review your trade-adding logic. Any villager I trade heavily with will end up with more CC trades than their normal trades - eventually their trades will get locked because their top-level trade is CC item I don't have available yet. I don't know if this intentional, but it forces progression in your mod on top of all other mods.
Maybe I'm jaded. I do not struggle to find villagers, I use mods to increase the size and frequency, of villages and to prevent deaths and allow me to resurrect them if they do die (peaceful nights, dangerous caves and gravestone mod - Graves by nightkosh).
I find it interesting that you state you don't add a specific villager because of how how hard they can be to find and yet you've no issues with us investing hours of game play and thousands of blocks of travel to find your other progression items...not the least of which are your uncommon village buildings..that are found...in..maybe one third of villages at most. Many mods resolve this issue by creating a common village building that always spawns the mod's villager (Thaumcraft, Witchery, Tinker's Construct, Flaxbeard's Steampower, Immersive Engineering, Forestry, Agricraft, Gravestones Mod (by nightkosh), RailCraft, just to name the one's I have installed). You could do this...or maybe give us the ability to transmute a villager? How about...dunk a villager in Liquid Chroma and pelt him with info fragments or something?
I'll look into the VisualVM some time in the near future.
please!
I am from Brazil and I admire your work too much[/pre]
hi =D long time no post... i got a new laptop as my old one finally died.
im playing with all latest versions of your mods.
in a test world i was building all of the multiblock structures for schematica and i ended up crashing as i was building the cloaking tower (just as i placed the cloaking beacon).
it seems related to chromaticraft and railcraft...
link to the crash report from Open Eye down below =)
http://openeye.openmods.info/crashes/1ebeda5d2ee9904d7d61011b72fb915e
pastebin full log: https://pastebin.com/UZdd5Nd2
im unsure exactly what happened....
reloading the world causes me to be placed just before i placed the cloaking beacon (will try to run the game in peaceful to see if there was some issue).
not the same error. no crash report but can post current log. but uh while i was playing and the weather 2 mod was doing its thing (its about to hurl a cat 4 hurricane at me by looks of my skybox) i got this in chat: "Structure BURROW encountered 7 errors during generation. Check your log for details. Error ID: -8911798724638104272"
in the log it seems weather 2 tried to place snow blocks while the storm was moving past where a burrow would be.... or.... something... youd probably understand what the error id means. heres the google drive for the log (pastebin says its too big):
https://drive.google.com/file/d/1hc9bu8dZjRdnpLMTU0Mq1j8nmAJ-MI4y/view?usp=sharing
i paused the game at the moment the chat message appeared and came straight here so the error is at the bottom.
interestingly i also had in the log something about chromaticraft having to load progression through the cache as somehow i lost progress?
timestamp for that is 18:33:10
interestingly this is right around when i came across a burrow that had partway generated into a minor cave that was just a few blocks below the surface...not sure. its kinda weird.
okay so.... i didnt want to post another reply as i didnt want to flood thread... i have a feeling its minecraft being minecraft but just got another crash. im gonna put the log on pastebin but short bit:
Description: Ticking entity
java.util.ConcurrentModificationException
Entity being ticked: Entity Type: ReikaMeteor (Reika.MeteorCraft.Entity.EntityMeteor)
my assumption is it somehow hit something wrong and minecraft just derped.
but i could be wrong: https://pastebin.com/MU3a7bG0
Only one trade is ever added per villager, and only 25% of the time.
I do not design for a specific modpack - for most people villagers are a finite and rapidly depleted resource.
Buildings, structures, and ores do not delete themselves or get hunted to extinction.
I'm still stuck unlocking the casting room in ChromatiCraft. Can someone give me a hint which progression is needed to make the casting table recognize the casting room?
I levelled up two different casting tables and rebuilt the casting room twice to ensure I use the right blocks. I found a crystal shrine, a snowy outpost, an ocean temple, and the thing in the desert the name of what I forgot. I visited the nether including the netherroof, dug to bedrock, killed the ender dragon and stepped into liquid chroma. I collected energy from all 16 pylons and found the hidden chest in the village. I even bought that flawed focus crystal from a villager, which did not unlock the progress by the way.
The casting room is still not recognized. And so I cannot use rune casting.
What am I missing here?
did you craft enough stuff in it? the table has "xp" so it needs to craft enough stuff to level up.
(stuff you haven't crafted in it before gives more xp)
(Also, on a unrelated note, I noticed you can no longer mega enchant bedrock armor lol, though it is weird that you cannot put xp boost on a bedrock sword, even though you can put it on all other swords)
Hey, I'm on the 'Magic Alloying' step of ChromatiCraft progression and when I follow the steps to make a magical alloy, nothing actually happens. For example: I have thrown 16 chromatic dust and 1 iron ingot into a pool of liquid chroma but nothing happens, even after waiting a good 5 minutes. (For the record, the effects that I have seen in videos also do not happen.) I have also tried to make firaxite alloy and radiative alloy but to the same result. Any help here?