Reika, if there is no real way of moving/creating pylons and you dont want there to be one for survival, is it possible to add one for creative that doesnt need a NBT editor, mainly for mapmakers. Or would that be difficult to achieve with the way the pylons are coded?
I have not experienced any significant lag from any of Reikas mods. Perhaps They are the ones who are broken.
Well, I think I could make pretty much any decently sized mod lag:) That being said, at more normal scales and uses, the Fusion Reactor is about the only thing that causes serious problems. Of course, as I've said before, for the amount of power it puts out, it's still decent. A couple hundred creative energy cells and tesseracts isn't much better even though they really don't do anything. Also, now that the fusion reactor effectively puts out 9x as much RF, I'm pretty sure using the default creative energy cell would be worse.
Reika, if there is no real way of moving/creating pylons and you dont want there to be one for survival, is it possible to add one for creative that doesnt need a NBT editor, mainly for mapmakers. Or would that be difficult to achieve with the way the pylons are coded?
It's due to the way it's coded. The crash was added in to try and prevent world corruption. It's also a core part of the way they are coded, and would require a total redesign. Not just the way it's coded either, as that is required to make things work in the way he wants. It would actually require changing the concept of the pylons to something new to prevent processing time getting absurd under certain ( fairly normal ) circumstances. ( There was a lot of discussion some time ago about trying to find better ways to do it. )
Quote from LyfthrasirjumpReika, if there is no real way of moving/creating pylons and you dont want there to be one for survival, is it possible to add one for creative that doesnt need a NBT editor, mainly for mapmakers. Or would that be difficult to achieve with the way the pylons are coded?
There is a creative pylon.
Also, you can recolor existing pylons in /debugtest mode.
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
so, Waila still dont work with Reika mods? tried Waila 1.5.8 with (DragonAPI, RotaryCraft, ReactorCraft, ElectriCraft) V3d before - crashes, now update to Waila 1.5.9 and V4c, tried again in hope something fixed - crash with java.lang.ClassNotFoundException: mcp.mobius.waila.api.IWailaDataProvider
P.S. well, after adding this file from Waila to DragonAPI game start successfully but idk how stable is will be
Tritium Lamps are working properly now. Thank you, Reika!
Crafting of Dynamometer still requires silicon made from silicon powder, which still depends on silk touch, but it's ok... except for RotaryCraft Handbook says in description of Aluminum powder: "It is an occasional bonus from the extractor when processing iron."
It is really confusing, because in fact you need to process blocks of redstone ore (and not Nether Redstone), not iron.
Can you fix the description, please?
The Wireless Analog Transmitter is not transmitting redstone on it's channel after unload/load. It keeps its channel setting, but to fix the problem the channel has to be changed to a different channel and then changed back to the desired channel (or the receiver channel changed to the new channel).
Nevermind, the bug is in a different mod. When I use only vanilla redstone components the transmitter works fine on load/unload.
[shameless self advertising]
The current build of my pack has the two mods coexisting quite well. I haven't pushed a massive update that adds a lot of stuff. (including RotaryCraft) The only thing that is not functioning in the build is the custom extractor script for what reason I do not know due to my lack of knowledge when setting up a decompiled workspace for other mods.
Back on the subject the only reason why I have not pushed the update is because of GT6 but I could push it as a final GT5 playground if you wish.
On the ores, GregTech adds its own variants of almost every ore in every mod, this is because GregTech can only generate it's own ores, so what I have done is for example, disable Cadmium, Indium generation and enable those in the GT config. So ReactorCraft ores themselves won't generate, but thanks to the ore dictionary, the GT variants function the same.
[/shameless self advertising]
On topic of the thread:
Reika, are you planning on doing some base tour videos like in 1.6? I found those too be quite cool in seeing what the mod author himself has built. I don't know if this has been asked before, just curious.
Thats exactly what I wanted to hear read
I've gone crazy and added all of Reika's mods (Love Geostrata, this is awesome for building nice stuff), and I noticed that this might be a problem, since geostrata suddenly came up with all kinds of ores for every stone-type. Guess both ore-gens are messing up here. I don't want a world where 90% of the blocks are ores
For the Gregtech/Rotarycraft stuff, if you don't mind, I'd love to take a look at your config files for gregtech and rotary/reactorcraft. That sounds really promising!
I put all of the changes in the most recent patch on the Github. Everything is in there.
NEI doesn't show recipe for Spring Steel Ingots, just empty Blast furnace at 950 degrees:
And yes, despite it should make these ingots out of HSLA Steel, Redstone dust and Coke - it do nothing even at 1350C, and WAILA just keep saying "Insufficient Temperatiure or Invalid or Missing Items".
Wait, after some attempts to randomly swap item positions in grid of furnace at some moment it finally started to produce spring ingots.
False alarm, sorry.
It seems to work great, I seem to have 30FPS or more now all the time (more testing incomming, but so far looks really good). Thanks a lot!
My framerate is still very low. Even directly after loading the world I have just 2-10 FPS. Maybe the rendering conflicts with other mods?
I have Botania and Thaumcraft installed. I think these also do some special rendering. I also have a chunkloader in my base that loads 7x7 chunks.
And I have an AC engine running with a ProjectRed based clock (comparator and red alloy wire) powering it.
Turning off the AC engine did not help much. I have an AMD video card, if that matters.
Maybe I should put my world on a dedicated server but I never managed to do this with DragonAPI based mods installed.
Is there something I need to consider when putting a singleplayer world on a server when ChromatiCraft, GeoStrata and RotaryCraft are installed?
I finally came back to RotaryCraft because I remembered the massive fusion reactor back from FTB Monster, and I want a way to keep us busy for a while on our private Server building a massive basement.
Speaking of, I currently have a modpack with Gregtech5 running (And a lot of minetweaker scripts to make other mod's recipes more gregtech-like). I installed DragonAPI, Rotary and ReactorCraft, and it loads up fine. I also noticed, that DragonAPI seems to have a lot of integration modules for other mods, as it reports a lot of loading in the logfile. Now I wonder about a few things:
- Gregtech and Rotarycraft do have some similar ores, and I found a setting named "Force Gregtech Ore Compatibility" which defaults to "true". So, does that mean I don't need to worry to break things here with Gregtech / Rotarycraft? Magnetite/Pitchblende works for both mods? (Well, they should because of oredirct, I just don't want to mess things up. The world is already generated and I will have to either force regeneration or delete chunks and have them re-generated by the server)
- Can RC ores be spawned in a "gregtech" way? Like disable the spawn of all RC ores and add those IDs in a custom vein? Or is this considered a break of rules because it changes the difficulty of the mod?
More a personal question:
Does someone have a Greg/Rotary modpack running and can give me some advice what I should pay attention to?
Hope I haven't missed any FAQ and beeing derpy by asking that. Excuse me if I do.
- Nam
The ores that already exist in GT or other mods can be disabled in ReC, yes. However, the other ores cannot, mainly because I still get people asking for a config to turn them off with no plans on re-adding them, and I do not want to make it possible for an incompetent player/pack maker/server admin to break the 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
All good, I got the config files from Kyle, setup my local test-server and generated a fresh world. What can I say, it's just.. amazing!
I checked the ore-spawn in overworld in an area of at least 300 chunks (cofh clearblock'ing time!) and everything went pretty well. I got tons of gregtech magnetite, cadmium, indium, RC flourite.. Perfect
I also checked most rotarycraft recipes, and it looks good so far. There is only one single error message in the log-files, procuded by gregtech (But it still works, the item is just renamed):
[B#272] [19:54:59] [Server thread/ERROR]: GT-ERR-01: @ item.item.modingots.65 Magnetite Gem
[B#272] [19:54:59] [Server thread/ERROR]: A Recipe used an OreDict Item as Output directly, without copying it before!!! This is a typical CallByReference/CallByValue Error
[B#272] [19:54:59] [Server thread/ERROR]: Said Item will be renamed to make the invalid Recipe visible, so that you can report it properly.
[B#272] [19:54:59] [Server thread/ERROR]: Please check all Recipes outputting this Item, and report the Recipes to their Owner.
[B#272] [19:54:59] [Server thread/ERROR]: The Owner of the ==>RECIPE<==, NOT the Owner of the Item, which has been mentioned above!!!
[B#272] [19:54:59] [Server thread/ERROR]: And ONLY Recipes which are ==>OUTPUTTING<== the Item, sorry but I don't want failed Bug Reports.
[B#272] [19:54:59] [Server thread/ERROR]: GregTech just reports this Error to you, so you can report it to the Mod causing the Problem.
[B#272] [19:54:59] [Server thread/ERROR]: Even though I make that Bug visible, I can not and will not fix that for you, that's for the causing Mod to fix.
[B#272] [19:54:59] [Server thread/ERROR]: And speaking of failed Reports:
[B#272] [19:54:59] [Server thread/ERROR]: Both IC2 and GregTech CANNOT be the CAUSE of this Problem, so don't report it to either of them.
[B#272] [19:54:59] [Server thread/ERROR]: I REPEAT, BOTH, IC2 and GregTech CANNOT be the source of THIS BUG. NO MATTER WHAT.
[B#272] [19:54:59] [Server thread/ERROR]: Asking in the IC2 Forums, which Mod is causing that, won't help anyone, since it is not possible to determine, which Mod it is.
[B#272] [19:54:59] [Server thread/ERROR]: If it would be possible, then I would have had added the Mod which is causing it to the Message already. But it is not possible.
[B#272] [19:54:59] [Server thread/ERROR]: Sorry, but this Error is serious enough to justify this Wall-O-Text and the partially allcapsed Language.
However, this seems to be only affecting the shapeless recipe Lodestone > Magnetite gem.
Ok, so I used google (yay for brain-afk), and someone already asked a similar question. Seems to be a problem with some code to auto-generate recipes if there is a gem-type for any ore. And since RC has a gem for magnetite (that turns into lodestone), this might happen. But in the end, it's not *that* bad, as you can macerate the magnetite gem and get Gregtech magnetite dust.
I have one important question. My world is pre-generated and populated with some buildings and a spawn area that took me days to setup. I'd like to do a retrogen for Geostrata, Rotarycraft and Reactorcraft. Since i've never done this, what's the chance to destroy my world? Or might it better to import all populated chunks into a fresh world..?
I don't know too much about retrogen, but isn't it just a simple false -> true in the configs and the mod will run its generation on already generated chunks? In any case backup your world.
Also, from a quick google seach it says that it takes time, but your log should state something as it does it.
First , excuse if my english is not correct , I'm french
I got an error beetween NEI and one of yours mods (I use the V4c version of DragonAPI , RotaryCraft , Chromaticraft , ReactorCraft and Electricraft) :
Description: Updating screen events
java.lang.NullPointerException: Updating screen events
at Reika.DragonAPI.ModInteract.NEIIntercept.mouseClicked(NEIIntercept.java:56)
at codechicken.nei.guihook.GuiContainerManager.mouseClicked(GuiContainerManager.java:329)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1628)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
This error happen when I open my inventory
You can found the entire crash-report here , and if you want the log , you can found it here
Well, I thought that each mod that does some ore-gen thingy has it's own code to do (or at least trigger) retrogen, as there is a config value in geostrata and reactorcraft. Thats why I asked; maybe it could destroy existing ore veins, or dungeons that are already there and such. Backups are done daily, but that doesn't really help for a 10k x 10k world as I can't check everything below. Removing all cobble/stone/dirt/sand/.. from that world and check everything will be a pain in .. you know where..
If I recall correctly from an old direwolf video, I remember hearing that retrogen was a forge hook added in 1.6.
I have all those mods and many more installed, too (but have no AC engine around). Also have an AMD card. And almost everything I built is chunkloaded (around 250 chunks at the moment).
But are you experiencing the same bug I described (ores causing lag and/or RAM problems; not being able to see them due to lack of progression makes everything work fine)? Otherwise I think this is a different problem.
That seems to be a different problem indeed. I reset the CC progress and that did not help. So I tried to remove mods to see which one causes the problems. Unfortunately I could not remove Chromaticraft because I seem to have some of its items in Mekanism's filters. Removing Mekanism drastically increased the framerate. So it seems it is some conflict between Mekanism and Chromaticraft, since I did not have such a bad framerate with V3.Since Mekanism is my main tech mod in this world and I don't want to / cannot remove Chromaticraft, I'm considering either to try a dedicated server (hoping that it will help) or starting a new world without Mekanism.
In my other freshly started world the framerate is okay yet. Maybe it gets so bad when the Mekanism installations get over a certain size...
Anyway sorry for the false alarm.
Well, I think I could make pretty much any decently sized mod lag:) That being said, at more normal scales and uses, the Fusion Reactor is about the only thing that causes serious problems. Of course, as I've said before, for the amount of power it puts out, it's still decent. A couple hundred creative energy cells and tesseracts isn't much better even though they really don't do anything. Also, now that the fusion reactor effectively puts out 9x as much RF, I'm pretty sure using the default creative energy cell would be worse.
It's due to the way it's coded. The crash was added in to try and prevent world corruption. It's also a core part of the way they are coded, and would require a total redesign. Not just the way it's coded either, as that is required to make things work in the way he wants. It would actually require changing the concept of the pylons to something new to prevent processing time getting absurd under certain ( fairly normal ) circumstances. ( There was a lot of discussion some time ago about trying to find better ways to do it. )
There is a creative pylon.
Also, you can recolor existing pylons in /debugtest mode.
P.S. well, after adding this file from Waila to DragonAPI game start successfully but idk how stable is will be
It's nice to have a changelog but I'd prefer to hear from your personally.
?
Crafting of Dynamometer still requires silicon made from silicon powder, which still depends on silk touch, but it's ok... except for RotaryCraft Handbook says in description of Aluminum powder: "It is an occasional bonus from the extractor when processing iron."
It is really confusing, because in fact you need to process blocks of redstone ore (and not Nether Redstone), not iron.
Can you fix the description, please?
Nevermind, the bug is in a different mod. When I use only vanilla redstone components the transmitter works fine on load/unload.
Developer of LootBags.
The current build of my pack has the two mods coexisting quite well. I haven't pushed a massive update that adds a lot of stuff. (including RotaryCraft) The only thing that is not functioning in the build is the custom extractor script for what reason I do not know due to my lack of knowledge when setting up a decompiled workspace for other mods.
Back on the subject the only reason why I have not pushed the update is because of GT6 but I could push it as a final GT5 playground if you wish.
On the ores, GregTech adds its own variants of almost every ore in every mod, this is because GregTech can only generate it's own ores, so what I have done is for example, disable Cadmium, Indium generation and enable those in the GT config. So ReactorCraft ores themselves won't generate, but thanks to the ore dictionary, the GT variants function the same.
[/shameless self advertising]
On topic of the thread:
Reika, are you planning on doing some base tour videos like in 1.6? I found those too be quite cool in seeing what the mod author himself has built. I don't know if this has been asked before, just curious.
I put all of the changes in the most recent patch on the Github. Everything is in there.
NEI doesn't show recipe for Spring Steel Ingots, just empty Blast furnace at 950 degrees:
And yes, despite it should make these ingots out of HSLA Steel, Redstone dust and Coke - it do nothing even at 1350C, and WAILA just keep saying "Insufficient Temperatiure or Invalid or Missing Items".Wait, after some attempts to randomly swap item positions in grid of furnace at some moment it finally started to produce spring ingots.
False alarm, sorry.
My framerate is still very low. Even directly after loading the world I have just 2-10 FPS. Maybe the rendering conflicts with other mods?
I have Botania and Thaumcraft installed. I think these also do some special rendering. I also have a chunkloader in my base that loads 7x7 chunks.
And I have an AC engine running with a ProjectRed based clock (comparator and red alloy wire) powering it.
Turning off the AC engine did not help much. I have an AMD video card, if that matters.
Maybe I should put my world on a dedicated server but I never managed to do this with DragonAPI based mods installed.
Is there something I need to consider when putting a singleplayer world on a server when ChromatiCraft, GeoStrata and RotaryCraft are installed?
Those are very bad for performance when used for an AC engine.
The ores that already exist in GT or other mods can be disabled in ReC, yes. However, the other ores cannot, mainly because I still get people asking for a config to turn them off with no plans on re-adding them, and I do not want to make it possible for an incompetent player/pack maker/server admin to break the mod.
That is a GT message I know little about.
Also, that recipe seems backwards, something I do not see. Does GT add it?
I don't know too much about retrogen, but isn't it just a simple false -> true in the configs and the mod will run its generation on already generated chunks? In any case backup your world.
Also, from a quick google seach it says that it takes time, but your log should state something as it does it.
First , excuse if my english is not correct , I'm french
I got an error beetween NEI and one of yours mods (I use the V4c version of DragonAPI , RotaryCraft , Chromaticraft , ReactorCraft and Electricraft) :
java.lang.NullPointerException: Updating screen events
at Reika.DragonAPI.ModInteract.NEIIntercept.mouseClicked(NEIIntercept.java:56)
at codechicken.nei.guihook.GuiContainerManager.mouseClicked(GuiContainerManager.java:329)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1628)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
You can found the entire crash-report here , and if you want the log , you can found it here
If I recall correctly from an old direwolf video, I remember hearing that retrogen was a forge hook added in 1.6.
Maybe not: https://github.com/ReikaKalseki/DragonAPI/blob/master/Interfaces/RetroactiveGenerator.java
That seems to be a different problem indeed. I reset the CC progress and that did not help. So I tried to remove mods to see which one causes the problems. Unfortunately I could not remove Chromaticraft because I seem to have some of its items in Mekanism's filters. Removing Mekanism drastically increased the framerate. So it seems it is some conflict between Mekanism and Chromaticraft, since I did not have such a bad framerate with V3.Since Mekanism is my main tech mod in this world and I don't want to / cannot remove Chromaticraft, I'm considering either to try a dedicated server (hoping that it will help) or starting a new world without Mekanism.
In my other freshly started world the framerate is okay yet. Maybe it gets so bad when the Mekanism installations get over a certain size...
Anyway sorry for the false alarm.