Thanks for pointing this out. I'll try to fix it over the next few days.
The version numbers should be shown in forge's mod list (accessible by clicking the 'Mods' button in the main menu) but I'll also add the version numbers to the download description.
"Consume" mode:
The main reason I added the block of reactivity is to allow an indirect way to turn target blocks into air, as I dislike the idea of instantly destroying blocks.
But I could add a configuration option to allow amulets to create 'radiation' blocks, which are completely harmless and are essentially the same thing as air (air doesn't actually exist as a block, so can't be used in the existing transmutation system).
That would allow you to do what your "Consume" mode describes, although I'm not sure how it eliminates the need for a block of stability upgrade in order to emulate a destruction catalyst. Perhaps I missed your point.
Inventory Tweaks:
At the moment my mods are incompatible with Inventory Tweaks, and attempting to sort one of my inventories will often crash the game. So I'll also try to prevent Inventory Tweaks adding its buttons to my interfaces.
By "Consume" mode I meant that instead of Replacing one block for another, like in "Block" mode, it would simply convert the block you are pointing at directly into energy and leave nothing but air, IE, consuming the target block and giving no drops at all, just the MPB value.
The radiation idea has problems as well, as other mods have done this in the past and it eventually results in unexpected errors (I'm looking at you gaseous glowstone).. Anyway, in the case of gaseous glowstone, he effectively made glowing block of air with particle effects, hence they were blocks but not blocks. As a result, it prevent trees from growing, plants from growing, and on the rare occasion some blocks just wouldn't let you place them at all.
So... if you have to go the radiation route, I'd suggest staying with what your doing now, but make the following changes:
1. Set a tick update check on the block of reactivity so that if it is "placed" down in the world and not in a persons inventory, it runs this check and then "breaks" itself. In this way it gets rid of the second click, you then make them invisible and bam. Block 1 becomes Block 2, block 2 breaks 1-2 ticks later and your left with ... air. (I'm fairly certain this can be done as I did this with my leominer mod I was working on before I lost interest in it...)
2. Get rid of the breaking glass sound effect, use the wool effect if you must use sound, as the glass effect is very loud/irritating when doing large areas. No sound at all might not give enough feedback to the player, but the wool place/remove sound is more "pleasant" imo.
I've updated my mods (mainly balanced exchange).
Key changes are:
- Diamonds, gold ingots and iron ingots can now be created using matter from an amulet interface.
Left click to create an item, right click to toggle between the types of items you can afford.
The list of creatable items can be modified, or completely disabled using the config file.
- Added a configuration option to allow transmutation of blocks directly into air (represented as radiation)
- Fixed a crash that could occur on dedicated servers.
- The default mpb and drd filenames now include the mod version (e.g. 'default 1.2.0.mpb').
Default files from other versions will be ignored.
- Inventory Tweaks shouldn't display its sorting buttons on BCMod interfaces anymore.
By "Consume" mode I meant that instead of Replacing one block for another, like in "Block" mode, it would simply convert the block you are pointing at directly into energy and leave nothing but air, IE, consuming the target block and giving no drops at all, just the MPB value.
The radiation idea has problems as well, as other mods have done this in the past and it eventually results in unexpected errors (I'm looking at you gaseous glowstone).. Anyway, in the case of gaseous glowstone, he effectively made glowing block of air with particle effects, hence they were blocks but not blocks. As a result, it prevent trees from growing, plants from growing, and on the rare occasion some blocks just wouldn't let you place them at all.
So... if you have to go the radiation route, I'd suggest staying with what your doing now, but make the following changes:
1. Set a tick update check on the block of reactivity so that if it is "placed" down in the world and not in a persons inventory, it runs this check and then "breaks" itself. In this way it gets rid of the second click, you then make them invisible and bam. Block 1 becomes Block 2, block 2 breaks 1-2 ticks later and your left with ... air. (I'm fairly certain this can be done as I did this with my leominer mod I was working on before I lost interest in it...)
2. Get rid of the breaking glass sound effect, use the wool effect if you must use sound, as the glass effect is very loud/irritating when doing large areas. No sound at all might not give enough feedback to the player, but the wool place/remove sound is more "pleasant" imo.
That's what I thought you meant by "Consume" mode, however I wasn't aware my radiation blocks could affect plant/tree growth.
At the moment a block of reactivity will replace any air blocks beside it with radiation, but when it gets destroyed they will turn back into air; radiation blocks created this way shouldn't have too much impact on plant/tree growth, considering they will always have a solid block beside them that also prevents growth. But allowing amulets to transmute blocks into radiation as I had intended would certainly have caused issues - I've still gone with the radiation route, but when you actually attempt to transmute a block into radiation it will turn the block directly into air, so radiation acts as a placeholder for air in the transmutation system (otherwise it would have no icon, name or MPB cost).
To enable transmutation of radiation, set 'AllowTransmutationToDestroyBlocks' to true in the configuration file.
I tried using blocks of reactivity with wool's sound effects, but I found it rather underwhelming and personally prefer the glass sound effects. But I've added another option to the config file, 'UseAlternateBlockOfReactivitySounds', if you still want to change it.
I've updated my mods (mainly balanced exchange).
Key changes are:
- Diamonds, gold ingots and iron ingots can now be created using matter from an amulet interface.
Left click to create an item, right click to toggle between the types of items you can afford.
The list of creatable items can be modified, or completely disabled using the config file.
- Added a configuration option to allow transmutation of blocks directly into air (represented as radiation)
- Fixed a crash that could occur on dedicated servers.
- The default mpb and drd filenames now include the mod version (e.g. 'default 1.2.0.mpb').
Default files from other versions will be ignored.
- Inventory Tweaks shouldn't display its sorting buttons on BCMod interfaces anymore.
That's what I thought you meant by "Consume" mode, however I wasn't aware my radiation blocks could affect plant/tree growth.
At the moment a block of reactivity will replace any air blocks beside it with radiation, but when it gets destroyed they will turn back into air; radiation blocks created this way shouldn't have too much impact on plant/tree growth, considering they will always have a solid block beside them that also prevents growth. But allowing amulets to transmute blocks into radiation as I had intended would certainly have caused issues - I've still gone with the radiation route, but when you actually attempt to transmute a block into radiation it will turn the block directly into air, so radiation acts as a placeholder for air in the transmutation system (otherwise it would have no icon, name or MPB cost).
To enable transmutation of radiation, set 'AllowTransmutationToDestroyBlocks' to true in the configuration file.
I tried using blocks of reactivity with wool's sound effects, but I found it rather underwhelming and personally prefer the glass sound effects. But I've added another option to the config file, 'UseAlternateBlockOfReactivitySounds', if you still want to change it.
Awesome changes. While I personally haven't seen your radiation stop plant/tree growth, I'm just remembering the frustration I had with "similar" blocks in the past.
I am really enjoying the mod so far. Especially the ability to customize the recipes and matter values.
The only things so far that I would like to see added is the ability to distinguish between items/blocks with sub-ids in the ,mpb file (custom matter values file) similar to how it is allowed in the .drd file (the custom transmute recipes file).
And a block with an inventory of some sort that the amulet can be placed into a special slot, and then all consumable items/blocks placed into the block's normal inventory is automatically consumed by the amulet.
Rollback Post to RevisionRollBack
People just can't stay away from me... but that is because I'm so fat I have my own gravitational field.
It's the flying cutlery that stresses me out.
I am really enjoying the mod so far. Especially the ability to customize the recipes and matter values.
The only things so far that I would like to see added is the ability to distinguish between items/blocks with sub-ids in the ,mpb file (custom matter values file) similar to how it is allowed in the .drd file (the custom transmute recipes file).
And a block with an inventory of some sort that the amulet can be placed into a special slot, and then all consumable items/blocks placed into the block's normal inventory is automatically consumed by the amulet.
I'm glad you're enjoying the mod.
I agree that the MPB values should take an item's metadata (sub-id) into consideration, and I'd also like a way for amulets to integrate with BuildCraft pipes, which an amulet chest would provide.
At the moment I'm working on changing the way my mods store item data (switching from per-item to per-world storage), which should allow quantum backpacks to be opened from other dimensions; allow recovery of amulets and backpacks that have been lost or destroyed and also fix incompatibility issues on Bukkit servers.
This will be quite a big update and it will take me a while to finish, but I'll add your suggestions to my to-do list and implement them when I get some time.
Installed this today, love it...
Only problem is that it changes Forestries "Tin Ore" to "tile.resources.2 1398:2" and when I smelt it I get an Amulet of Transmutation: Reactivity Core.
Nice cheap Reactivity Core but I really do need some tin.
Can anyone suggest a cure?
Installed this today, love it...
Only problem is that it changes Forestries "Tin Ore" to "tile.resources.2 1398:2" and when I smelt it I get an Amulet of Transmutation: Reactivity Core.
Nice cheap Reactivity Core but I really do need some tin.
Can anyone suggest a cure?
Thanks
The issue with smelting tin ore may be caused by tin ingots having the same item id as reactivity cores.
You can change the item id of the reactivity core by opening minecraft/config/BalancedExchange.cfg in a text editor and changing the line "I:ReactivityCoreUpgrade=5004" (it will be near the bottom of the file) to be some other number.
I don't know what would cause "Tin Ore" to change to "tile.resources.2 1398:2", but if the block still has the correct tin-ore texture it may just be the unlocalized name for tin-ore blocks.
The issue with smelting tin ore may be caused by tin ingots having the same item id as reactivity cores.
You can change the item id of the reactivity core by opening minecraft/config/BalancedExchange.cfg in a text editor and changing the line "I:ReactivityCoreUpgrade=5004" (it will be near the bottom of the file) to be some other number.
I don't know what would cause "Tin Ore" to change to "tile.resources.2 1398:2", but if the block still has the correct tin-ore texture it may just be the unlocalized name for tin-ore blocks.
Thanks Brad16840
I changed all the items from 500_ to 600_ and the tin smelts fine, still have the weird block ID but I know what tin looks like.. hehe.
Again thanks heaps and good luck with the mods future, as I said I'm lovin it.
So this mod intrigues me and I installed it, but when i try to make the amulet in both creative and survival mode, the amulet appears, but trying to drag it causes 2 empty buckets to flash in my inventory and the amulet snaps back to the craft box. In case any mods interfere I also run industrial craft and build craft....can you guide me in the right direction for the fix to this issue?
actually after a little examination i found the issue. the bcmod and balanced exchange jar files claim to be corrupt. do i need to try downloading it with a different browser than chrome?
actually after a little examination i found the issue. the bcmod and balanced exchange jar files claim to be corrupt. do i need to try downloading it with a different browser than chrome?
The jar files for my mods weren't designed to be run as stand-alone java applications, so trying to 'run' them will display the "Error: Invalid or corrupt jarfile" message you saw, but that won't prevent them from working in Minecraft.
The issue you're having with crafting an amulet may be due to the mods being installed on your client, but not on the server you're using.
The jar files for my mods weren't designed to be run as stand-alone java applications, so trying to 'run' them will display the "Error: Invalid or corrupt jarfile" message you saw, but that won't prevent them from working in Minecraft.
The issue you're having with crafting an amulet may be due to the mods being installed on your client, but not on the server you're using.
just tested this and you were right. thank you for guiding me in the right direction
Interesting and awesome mod. Something you wanna try out if looking for something compared to EE3. This works like a charm and I hope to see some awesome neat features in the future.
Hey, great job on this mod it really seems well thought out and I love that its configurable.
What is your policy on distributing this mod in a mod pack (private mod pack for now, but I may want to add this to a public mod pack in the future.) Can you give me permission to add this to a private mod pack on the ATLauncher?
Hey, great job on this mod it really seems well thought out and I love that its configurable.
What is your policy on distributing this mod in a mod pack (private mod pack for now, but I may want to add this to a public mod pack in the future.) Can you give me permission to add this to a private mod pack on the ATLauncher?
Thanks.
Without additional consent my mods may only be redistributed for use in private modpacks.
This means you can't include my mods in a public modpack unless you get written consent or the modpack installer downloads the mod using one of the mod's official links (such as the browser download system used by ATLauncher).
So yes, you may add this mod to a private mod pack on ATLauncher, and so long as ATLauncher downloads it using the official download link you may also add it to a public modpack.
The Meaning of Life, the Universe, and Everything.
Location:
Midland
Join Date:
2/8/2011
Posts:
196
Location:
Midland, TX
Minecraft:
GeekRage
Member Details
So what are the maximum specs an Amulet can have IE: having an efficiency of 100, a recharge rate of 2.5(this seems to be the maximum recharge rate I can have by chaining the amulets together in the three upgrade slots), the range, chain, and area upgrades, etc.?
Basically the reason I am asking is I want to make the most powerful Amulet you can make. So I want to figure out how to do it.
The Meaning of Life, the Universe, and Everything.
Location:
Midland
Join Date:
2/8/2011
Posts:
196
Location:
Midland, TX
Minecraft:
GeekRage
Member Details
Also, do you have any plans on adding an item for an OP to use? For instance, a block only able to be found in creative, that when consumed in an Amulet, will teach it all available blocks. Or an upgrade only found in creative that when used, would give the Amulet maximum stats.
So what are the maximum specs an Amulet can have IE: having an efficiency of 100, a recharge rate of 2.5(this seems to be the maximum recharge rate I can have by chaining the amulets together in the three upgrade slots), the range, chain, and area upgrades, etc.?
Basically the reason I am asking is I want to make the most powerful Amulet you can make. So I want to figure out how to do it.
Using the default configuration files the maximum efficiency (100%) requires 4 reactivity cores and the maximum recharge rate (2.5) requires 4 blocks of reactivity.
So to have a fully upgraded amulet you'll need 4 reactivity cores, 4 blocks of reactivity, the 3 mode upgrades (area, chain and surveyor), a range upgrade, a productivity upgrade, any item with the silk touch enchantment and (optionally) a block of stability.
Also, do you have any plans on adding an item for an OP to use? For instance, a block only able to be found in creative, that when consumed in an Amulet, will teach it all available blocks. Or an upgrade only found in creative that when used, would give the Amulet maximum stats.
I hadn't considered it before, but I may add an item to teach an amulet all learnable blocks.
By "Consume" mode I meant that instead of Replacing one block for another, like in "Block" mode, it would simply convert the block you are pointing at directly into energy and leave nothing but air, IE, consuming the target block and giving no drops at all, just the MPB value.
The radiation idea has problems as well, as other mods have done this in the past and it eventually results in unexpected errors (I'm looking at you gaseous glowstone).. Anyway, in the case of gaseous glowstone, he effectively made glowing block of air with particle effects, hence they were blocks but not blocks. As a result, it prevent trees from growing, plants from growing, and on the rare occasion some blocks just wouldn't let you place them at all.
So... if you have to go the radiation route, I'd suggest staying with what your doing now, but make the following changes:
1. Set a tick update check on the block of reactivity so that if it is "placed" down in the world and not in a persons inventory, it runs this check and then "breaks" itself. In this way it gets rid of the second click, you then make them invisible and bam. Block 1 becomes Block 2, block 2 breaks 1-2 ticks later and your left with ... air. (I'm fairly certain this can be done as I did this with my leominer mod I was working on before I lost interest in it...)
2. Get rid of the breaking glass sound effect, use the wool effect if you must use sound, as the glass effect is very loud/irritating when doing large areas. No sound at all might not give enough feedback to the player, but the wool place/remove sound is more "pleasant" imo.
Key changes are:
- Diamonds, gold ingots and iron ingots can now be created using matter from an amulet interface.
Left click to create an item, right click to toggle between the types of items you can afford.
The list of creatable items can be modified, or completely disabled using the config file.
- Added a configuration option to allow transmutation of blocks directly into air (represented as radiation)
- Fixed a crash that could occur on dedicated servers.
- The default mpb and drd filenames now include the mod version (e.g. 'default 1.2.0.mpb').
Default files from other versions will be ignored.
- Inventory Tweaks shouldn't display its sorting buttons on BCMod interfaces anymore.
That's what I thought you meant by "Consume" mode, however I wasn't aware my radiation blocks could affect plant/tree growth.
At the moment a block of reactivity will replace any air blocks beside it with radiation, but when it gets destroyed they will turn back into air; radiation blocks created this way shouldn't have too much impact on plant/tree growth, considering they will always have a solid block beside them that also prevents growth. But allowing amulets to transmute blocks into radiation as I had intended would certainly have caused issues - I've still gone with the radiation route, but when you actually attempt to transmute a block into radiation it will turn the block directly into air, so radiation acts as a placeholder for air in the transmutation system (otherwise it would have no icon, name or MPB cost).
To enable transmutation of radiation, set 'AllowTransmutationToDestroyBlocks' to true in the configuration file.
I tried using blocks of reactivity with wool's sound effects, but I found it rather underwhelming and personally prefer the glass sound effects. But I've added another option to the config file, 'UseAlternateBlockOfReactivitySounds', if you still want to change it.
Awesome changes. While I personally haven't seen your radiation stop plant/tree growth, I'm just remembering the frustration I had with "similar" blocks in the past.
The only things so far that I would like to see added is the ability to distinguish between items/blocks with sub-ids in the ,mpb file (custom matter values file) similar to how it is allowed in the .drd file (the custom transmute recipes file).
And a block with an inventory of some sort that the amulet can be placed into a special slot, and then all consumable items/blocks placed into the block's normal inventory is automatically consumed by the amulet.
It's the flying cutlery that stresses me out.
I'm glad you're enjoying the mod.
I agree that the MPB values should take an item's metadata (sub-id) into consideration, and I'd also like a way for amulets to integrate with BuildCraft pipes, which an amulet chest would provide.
At the moment I'm working on changing the way my mods store item data (switching from per-item to per-world storage), which should allow quantum backpacks to be opened from other dimensions; allow recovery of amulets and backpacks that have been lost or destroyed and also fix incompatibility issues on Bukkit servers.
This will be quite a big update and it will take me a while to finish, but I'll add your suggestions to my to-do list and implement them when I get some time.
Your planned changes sound really intriguing. Looking forward to it!
It's the flying cutlery that stresses me out.
Only problem is that it changes Forestries "Tin Ore" to "tile.resources.2 1398:2" and when I smelt it I get an Amulet of Transmutation: Reactivity Core.
Nice cheap Reactivity Core but I really do need some tin.
Can anyone suggest a cure?
Thanks
The issue with smelting tin ore may be caused by tin ingots having the same item id as reactivity cores.
You can change the item id of the reactivity core by opening minecraft/config/BalancedExchange.cfg in a text editor and changing the line "I:ReactivityCoreUpgrade=5004" (it will be near the bottom of the file) to be some other number.
I don't know what would cause "Tin Ore" to change to "tile.resources.2 1398:2", but if the block still has the correct tin-ore texture it may just be the unlocalized name for tin-ore blocks.
Thanks Brad16840
I changed all the items from 500_ to 600_ and the tin smelts fine, still have the weird block ID but I know what tin looks like.. hehe.
Again thanks heaps and good luck with the mods future, as I said I'm lovin it.
Tenolas
The jar files for my mods weren't designed to be run as stand-alone java applications, so trying to 'run' them will display the "Error: Invalid or corrupt jarfile" message you saw, but that won't prevent them from working in Minecraft.
The issue you're having with crafting an amulet may be due to the mods being installed on your client, but not on the server you're using.
just tested this and you were right. thank you for guiding me in the right direction
What is your policy on distributing this mod in a mod pack (private mod pack for now, but I may want to add this to a public mod pack in the future.) Can you give me permission to add this to a private mod pack on the ATLauncher?
Thanks.
Without additional consent my mods may only be redistributed for use in private modpacks.
This means you can't include my mods in a public modpack unless you get written consent or the modpack installer downloads the mod using one of the mod's official links (such as the browser download system used by ATLauncher).
So yes, you may add this mod to a private mod pack on ATLauncher, and so long as ATLauncher downloads it using the official download link you may also add it to a public modpack.
Basically the reason I am asking is I want to make the most powerful Amulet you can make. So I want to figure out how to do it.
Using the default configuration files the maximum efficiency (100%) requires 4 reactivity cores and the maximum recharge rate (2.5) requires 4 blocks of reactivity.
So to have a fully upgraded amulet you'll need 4 reactivity cores, 4 blocks of reactivity, the 3 mode upgrades (area, chain and surveyor), a range upgrade, a productivity upgrade, any item with the silk touch enchantment and (optionally) a block of stability.
Edit: forgot about silk touch
I hadn't considered it before, but I may add an item to teach an amulet all learnable blocks.