Hi, I really like your mods. However, how do I pump water into the steam engine? Because the only side the liquid pipes connect to the engine is at the front and that's where the power output is.
This has been fixed and will be included in the next update.
So, the decaying waste can/will damage the environment and mob/player entities? Maybe have a random chance for mobs that spawn in the area to be mutants? Sometimes this can be stronger attacks, and sometimes it can be weaker. Other stats could have to do with hp and movement speed.
I know you want to avoid adding mobs, but what about the radiation messing with vanilla/modded mobs in such a way?
No.
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Lava will not kill them, and leaving them in-world causes radiation damage. That said, with enough mods, you will probably find a way to destroy them. There is little I can do about this.
Tell you what: I'll just use galactic craft, head over to the moon, and dump them a few blocks down. Nothing bad can happen with a giant radioactive waste pile on the moon, right?
===
For the clock: "/time set 0" should be sunrise, or 6 am.
(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?
Tell you what: I'll just use galactic craft, head over to the moon, and dump them a few blocks down. Nothing bad can happen with a giant radioactive waste pile on the moon, right?
Hi, I've done some tests and standalone this is working so it is another mod that's part of the issue. After a few more tests I've narrowed it down to Flenix Cities Core mod. Specifically: FlenixCitiesCore_0.5-PreRelease_1.jar. I've been through the configs in case there was some sort of conflict that wasn't obvious but I can't see one.
So it appears at least for now Flenix Cities Core and RotaryCraft current versions (maybe others?) don't get on when using the handbook. For now I'll remove Flenix Cities, but hope this helps if anyone else has the issue with these mods or if Reika has any thoughts as to what might be happening.
Thanks!
Looking into my code, something strange is happening with the Ore Dictionary. The root cause is this function is returning null:
I understand that the being unable to connect water pipes to the steam engine bug is already fixed for the next release, which is awesome, but I was wondering if anyone knows for certain if pipes from other mods will connect as a temporary work around for the time being?
I understand that the being unable to connect water pipes to the steam engine bug is already fixed for the next release, which is awesome, but I was wondering if anyone knows for certain if pipes from other mods will connect as a temporary work around for the time being?
Yes.
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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
A few ore's mentioned including copper, crystal, ruby, sapphire, silver, tecmonium wtf?, tin, titanium.
The config will not help solve this. Contact the developer and ask them what they do to the ore dictionary.
They add an ore which appears to get registered as such during game launch (causing it to be returned by oreDict.get("oreName")), but then is removed later so that once in-world, the ore is no longer in the registries.
Because the Mod Ore List is built in postinitialization but the handbook initializes once the handbook is loaded for the first time, if something edits the ore dictionary after the postInit (I know GT does this), this may happen.
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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
Well, I had an idea on how to implement fusion reactors...and it appears Minecraft hates centripetal motion.
Something tells me the plasma is not following the magnetic fields...
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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
The work looks good. As for the late ore registration, I think I heard kinglemming and Soaryn talking about something like that on one of DW20's recent episodes. Something about tracking down the mod authors that register really late for the purpose of burning down their houses. I think they settled on FML giving a warning instead.
The work looks good. As for the late ore registration, I think I heard kinglemming and Soaryn talking about something like that on one of DW20's recent episodes. Something about tracking down the mod authors that register really late for the purpose of burning down their houses. I think they settled on FML giving a warning instead.
That was the Fluid Dictionary, and if they register in postInit
pff..You're the one who asked what ore's they add No problem I'll post the question on their forum and hope to get somewhere further.
The config only lists IDs; unless they have an ID for every ore - and if that is the case, why the hell are they not using metadata - it does not answer what ores they add, nor the more important question of how.
The work looks good. As for the late ore registration, I think I heard kinglemming and Soaryn talking about something like that on one of DW20's recent episodes. Something about tracking down the mod authors that register really late for the purpose of burning down their houses. I think they settled on FML giving a warning instead.
It is not so much late registration with ores as it is editing the listing directly. The problem is being caused by the following sequence of events:
<All other mods>: Add ore block and register it to dictionary
Flenix: Add ore block and register it to dictionary
DragonAPI: Read through all registered ore blocks, and create one ArrayList<ItemStack> for each ore enum entry. Save these to the enum values.
<Unknown, possibly Flenix>: Remove one or more entries from the ore dictionary
DragonAPI: Try to fetch the enum entry for each ItemStack saved in the arraylists; assuming the ore entries are never removed (as should be the case), this can never be null
DragonAPI: Get null on the itemstacks whose ore entries were removed
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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
With RotaryCraft's handbook, when using it the rotating of the machines jerks a bit, and on the console it seems to fetch textures non-stop, and it makes my RAM memory climb quite high. So, I'll start off with 60% of 4GB used, and then it will climb to 75 - 80%, causing slowdown and framerate damage (up to 40 fps drop). I am using Optifine, if that makes a difference.
Optifine breaks all sorts of rendering code. I have personally experienced FPS spikes when using it (back when I used to use it), though loading textures constantly is VERY suspect, as I cache them myself. That would then mean Optifine completely breaks the OpenGL texture binding system.
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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
Brief plotline: A giant nuclear dump on the far side of the moon explodes, sending the moon hurling through space fast enough to send it to a new planet every week. Along with 300+ people stranded inside a moonbase facility.
(Never mind how big Earth2 had to be to support 7 people, and even then we found that it wasn't quite sufficient; this was handling 300+ people. That strains credibility even more than the speed of the moon does.)Feature request: Geostrata: The ability to control which dimensions it generates in.
Reason: I'm trying to keep my overworld clean of mod worldgen. That's what mystcraft ages are for.
(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?
Feature request: Geostrata: The ability to control which dimensions it generates in.
Reason: I'm trying to keep my overworld clean of mod worldgen. That's what mystcraft ages are for.
I can do that as soon as I work out a way to ensure it always has at least one dimension enabled.
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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
I can do that as soon as I work out a way to ensure it always has at least one dimension enabled.
Well, ... two ways that I can think of:
1. A config file that lists permitted or excluded dimensions, so you can assume something exists and leave it up to the user.
2. Is there a reason that you have to have a valid dimension?
(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?
So I just realized (while testing/exploring) that you add something that is named "sandstone" that does not look like vanilla sandstone.
Perhaps, to avoid potential confusion, a different name for yours?
No, mine is real sandstone. And no, I am not going to called it "Real Sandstone".
To be fair, if people cannot tell the difference between the two, they are either new to Minecraft or so oblivious that I could make it neon green and they would confuse the two.
Well, ... two ways that I can think of:
1. A config file that lists permitted or excluded dimensions, so you can assume something exists and leave it up to the user.
2. Is there a reason that you have to have a valid dimension?
1. I cannot assume anything (aside from vanilla) exists, as it may not be the case.
2. Yes - wanting to move worldgen is a valid decision. Wanting to disable them is not.
Here is why - the only reason I have seen people try to disable them thus far is one (or more) of the following:
"I think crystals are dumb and your mod would be better if the crystals were gone." (Which could again be translated again to that "I can design the mod better than you can" attitude)
"10s of a potion effect? So overpowered! I am not letting people on my server have that!"
"I want the crystal potions and lamps to be things only admins get."
"I want to share this mod, but I can't do that until I change something. Can I remove the crystals so I can make a new mod off it?"
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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
The Meaning of Life, the Universe, and Everything.
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Perhaps you could choose one or several mods to support. Then maybe add a config file option that does something like:
#At least one of the mods below must be enabled and present before Geostrata world gen can be disabled in vanilla world.
world gen in vanilla world=true/false
#Generate in these dimensions instead of vanilla dimension, if present. (set to true by default)
world gen mod 1=true/false
world gen mod 2=true/false
world gen mod 3=true/false
I'd suggest Aroma1997's dimensional world. Which is basically a flat-ish world with no trees, no mobs, no rain and it's always day time. It's a dimensions meant for mining purposes.
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
This has been fixed and will be included in the next update.
No.
Tell you what: I'll just use galactic craft, head over to the moon, and dump them a few blocks down. Nothing bad can happen with a giant radioactive waste pile on the moon, right?
===
For the clock: "/time set 0" should be sunrise, or 6 am.
* 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?
Not if you never plan on going there.
Already done.
Looking into my code, something strange is happening with the Ore Dictionary. The root cause is this function is returning null:
That function gets the ModOreList entry (an enum value) from the actual ore block (ItemStack). What ores does Flenix add and/or modify?
Yes.
The config will not help solve this. Contact the developer and ask them what they do to the ore dictionary.
They add an ore which appears to get registered as such during game launch (causing it to be returned by oreDict.get("oreName")), but then is removed later so that once in-world, the ore is no longer in the registries.
Because the Mod Ore List is built in postinitialization but the handbook initializes once the handbook is loaded for the first time, if something edits the ore dictionary after the postInit (I know GT does this), this may happen.
Something tells me the plasma is not following the magnetic fields...
That was the Fluid Dictionary, and if they register in postInit
Author of Thaumic Revelations, and maybe other stuff eventually.
Ah, it was something about late registration and them not liking it.
The config only lists IDs; unless they have an ID for every ore - and if that is the case, why the hell are they not using metadata - it does not answer what ores they add, nor the more important question of how.
It is not so much late registration with ores as it is editing the listing directly. The problem is being caused by the following sequence of events:
Optifine breaks all sorts of rendering code. I have personally experienced FPS spikes when using it (back when I used to use it), though loading textures constantly is VERY suspect, as I cache them myself. That would then mean Optifine completely breaks the OpenGL texture binding system.
Have you ever seen a television show called "Space: 1999"?
http://en.wikipedia....iki/Space:_1999
Brief plotline: A giant nuclear dump on the far side of the moon explodes, sending the moon hurling through space fast enough to send it to a new planet every week. Along with 300+ people stranded inside a moonbase facility.
(Never mind how big Earth2 had to be to support 7 people, and even then we found that it wasn't quite sufficient; this was handling 300+ people. That strains credibility even more than the speed of the moon does.)Feature request: Geostrata: The ability to control which dimensions it generates in.
Reason: I'm trying to keep my overworld clean of mod worldgen. That's what mystcraft ages are for.
* 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?
I can do that as soon as I work out a way to ensure it always has at least one dimension enabled.
Perhaps, to avoid potential confusion, a different name for yours?
(Edit: Geostrata)
Well, ... two ways that I can think of:
1. A config file that lists permitted or excluded dimensions, so you can assume something exists and leave it up to the user.
2. Is there a reason that you have to have a valid dimension?
* 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?
No, mine is real sandstone. And no, I am not going to called it "Real Sandstone".
To be fair, if people cannot tell the difference between the two, they are either new to Minecraft or so oblivious that I could make it neon green and they would confuse the two.
1. I cannot assume anything (aside from vanilla) exists, as it may not be the case.
2. Yes - wanting to move worldgen is a valid decision. Wanting to disable them is not.
Here is why - the only reason I have seen people try to disable them thus far is one (or more) of the following:
I'd suggest Aroma1997's dimensional world. Which is basically a flat-ish world with no trees, no mobs, no rain and it's always day time. It's a dimensions meant for mining purposes.
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.