Crowley or Zerokyuuni if you have time can you add essence from magical crops it can be like this it can come from dust and is 4x more frequent then redstone(because in a mining trip I get 2~stacks of redstone ~7-8 stacks of essence).
Will give more ideas later keep the awesome work up Crowley and Zerokyuuni
I am having a problem with my Minecraft crashing any time i load up my world. Based on the crash report i'm getting i think there is a seed in my inventory that is causing the crash.
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 2/23/14 1:35 AM
Description: Rendering screen
java.lang.ClassCastException: exnihilo.items.seeds.ItemSeedSugarcane cannot be cast to factorization.ceramics.ItemGlazeBucket
at factorization.ceramics.ItemRenderGlazeBucket.renderItem(ItemRenderGlazeBucket.java:52)
at net.minecraftforge.client.ForgeHooksClient.renderInventoryItem(ForgeHooksClient.java:182)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:465)
at net.minecraft.client.gui.inventory.GuiContainer.func_74192_a(GuiContainer.java:421)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:132)
at net.minecraft.client.renderer.InventoryEffectRenderer.func_73863_a(SourceFile:31)
at net.minecraft.client.gui.inventory.GuiInventory.func_73863_a(SourceFile:49)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1036)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at factorization.ceramics.ItemRenderGlazeBucket.renderItem(ItemRenderGlazeBucket.java:52)
at net.minecraftforge.client.ForgeHooksClient.renderInventoryItem(ForgeHooksClient.java:182)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:465)
at net.minecraft.client.gui.inventory.GuiContainer.func_74192_a(GuiContainer.java:421)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:132)
at net.minecraft.client.renderer.InventoryEffectRenderer.func_73863_a(SourceFile:31)
at net.minecraft.client.gui.inventory.GuiInventory.func_73863_a(SourceFile:49)
For the people who use the FTB universal config there is a bug with factorzation and ex nihilo and tinkers use this configs(both ex nihilo and ex aliquo): https://www.dropbox.com/s/wnucml748y7o3ho/Configs For Ex Nihilo.RAR
Also you need natura 2.1.14 minimum and thaumcraft 4.1 minimum for ex aliquo.
On a question on bees: to get jungle bees do you have to have leaves or vines but not both or do you have to have both as I don't think that vines naturally spawn and only appear at the beginning of the game when the world is spawned
So on a skyblock map the player is likely to never get vines at all
So my question is are vines vital for the hive to change into a jungle hive?
You have to have both leaves and vines. It IS possible to get vines. It actually uses a vanilla mechanic. =)
Hint: What makes jungle saplings different from the other saplings?
Finally finished with debugging this weekend's additions. Check it out. I think you'll like this one, Zerokyuuni.
v1.26
- infested leaves now count as leaves, so Tinkers Construct lumber axes will work on infested trees.
- infested leaves now decay over time if you cut down their tree (they will NOT drop string if this happens though)
- infested leaves are much more efficient in large numbers. They should cause much less lag for the crazy people that like to infest whole jungles.
- added support for MFR rubber trees. rubber tree seeds will either turn into an IC2 sapling or a MFR sapling depending on what you have installed. If you have both, one will be chosen at random each time you plant a seed.
- added a registry for heat sources so that other modders can add things to fuel a crucible.
Finally finished with debugging this weekend's additions. Check it out. I think you'll like this one, Zerokyuuni.
v1.26
- infested leaves now count as leaves, so Tinkers Construct lumber axes will work on infested trees.
- infested leaves now decay over time if you cut down their tree (they will NOT drop string if this happens though)
- infested leaves are much more efficient in large numbers. They should cause much less lag for the crazy people that like to infest whole jungles.
- added support for MFR rubber trees. rubber tree seeds will either turn into an IC2 sapling or a MFR sapling depending on what you have installed. If you have both, one will be chosen at random each time you plant a seed.
- added a registry for heat sources so that other modders can add things to fuel a crucible.
It wasn't "infesting whole jungles" I was infesting a small potion of a small jungle's undergrowth.
Rollback Post to RevisionRollBack
Some people think outside the box. I throw the box out the window
The Meaning of Life, the Universe, and Everything.
Join Date:
4/15/2013
Posts:
137
Minecraft:
Rustyminer28
Member Details
I've got some suggestions. What about adding compatibilty for modded dimensions. By that I mean to be able to generate them as voids. Of course, you would then have to add ways to get the materials from that dimension, but Zerokyuuni can probably do that. In fact, I'm going to go and put this on the Ex Aliquo thread after this. Here are some popular dimension mods you might want to add compatibilty for:
The Aether II(Yes, they're finally updating)
Twilight Forest
Divine RPG
Witches and More
The Eternal Frost
Jurrasicraft
For the people who use the FTB universal config there is a bug with factorzation and ex nihilo and tinkers use this configs(both ex nihilo and ex aliquo): https://www.dropbox....r Ex Nihilo.RAR
Also you need natura 2.1.14 minimum and thaumcraft 4.1 minimum for ex aliquo.
I had that issue and tried your configs. Now it's screwing up with blood magic instead of factorization. For the developer's sake, some items in ex nihilo seem to merge with items from other mods. For example, I crafted a dark doll, but it made a dark iron gear instead. It still worked in the witchwater, but wasn't the doll item. Also, the recipe for a stone hammer crafted a bag of holding. Just all sorts of weird crafting stuff. When I installed Mineanplay's configs, then the stone hammer recipe crafted an energy blaster from blood magic. Note that in my configs, the hammer is ID 17257 and the blaster is 17001, so they are 256 IDs apart. There is the root of the issue, instead of being the correct item, it becomes the item 256 ids before itself.
EDIT: I'm using ex nihilo version 1.26 by the way.
1)Remove the mod
2)make a block/item ID conflict dump (NEI options in game)
3)then move the block and item ID conflicts to spare ID's (try to move then into an are of spare ID's that has a large range of empty ID's to avoid the 256 ID range problems (N.B. don't move block ID's that have already be placed in the world as that will then remove them from the world)
4)Re-add the problem mod & repeat until desired features are attained
N.B. Minecraft only crashes for ID conflicts when its a block conflict and NOT with item ID's so if there are item ID conflicts then you will merely be notified of this and must find and change it for yourself
I recommend MultiMC as on the launcher log it actually highlights the item ID conflicts in black background and red text (making it clearly simple to spot those conflicts
Hope this helps (also make regular ID dumps and world backups in case this goes extremely wrong)
:-)
It actually fixed itself when I tried to force an ID conflict by making the IDs overlap with blood magic's. Forge handily shifted the blood magic IDs and now it works smoothly. Weird. I was just trying to force the conflict to get the IDConflicts.txt, but it turned out to fix the problem. And I really just posted to give the developer a better understanding of what's going on with he bug so he can fix it easier.
Let's say I'm banished to the nether, and only have a sieve with me.
However, I can take some dirt with me as well
What would be the minimum amount of dirt I need to insure that I have at least a 75% chance of getting a sapling?
Does this mean that also new saplings will be able to grow into infested leaves? (It was a bug/anti-feature, circa v. .23, that infested leaves would count as a 'ceiling' to new saplings, so one would have to fully harvest all infested leaves before replanted saplings close to the leaves would grow.)
Also - by default, I believe that normal tree growth will swap out any infested leaves for that tree-type's leaves (at least, that's what I've seen in vanilla). If this is the case, then - do you feel it would be a good idea to let the infested leaf blocks remain, so new-grown trees could start infestation automatically? (This would be useful for an MFR string farm...) Is this nontrivial to code?
(edit: whoops, didn't mean to delete the quote tags...)
The Meaning of Life, the Universe, and Everything.
Join Date:
4/15/2013
Posts:
137
Minecraft:
Rustyminer28
Member Details
List of the most wanted features backwards:
5. Ex Nihilo API
4. Getting all mobs in one biome
3. More mod support(Ex Aliquo;check it out people)
2. Extra Bees support
1. Configurable sieve drops. I just don't get it. No matter how many times people post this, someone comes along and says: I don't suppose you could add(insert). Come on people! Be patient! Everyone asks for this
I say that you add a list of already suggested things and plans for the future on the front page so people don't keep asking for the same things over and over. No offence meant to anyone who did this. I just find it a tad annoying. And no, I'm not raging. So don't say so.
I say that you add a list of already suggested things and plans for the future on the front page so people don't keep asking for the same things over and over
As someone who recently made suggestion #1 I would have appreciated this information up front, as I try not to spend too much time in the Minecraft Forums.
Erasmus, are you okay with adding ReactorCraft resources to the possible products of sieving things? Reika, the author of the mod, said it was okay here.
Will give more ideas later keep the awesome work up Crowley and Zerokyuuni
You are using the universal ftb config right will give you config for ex nihilo and ex aliquo when I go to laptop (on iPad)
Aside from that I'm really loving the mod!
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
https://www.dropbox.com/s/wnucml748y7o3ho/Configs For Ex Nihilo.RAR
Also you need natura 2.1.14 minimum and thaumcraft 4.1 minimum for ex aliquo.
You have to have both leaves and vines. It IS possible to get vines. It actually uses a vanilla mechanic. =)
Hint: What makes jungle saplings different from the other saplings?
v1.26
- infested leaves now count as leaves, so Tinkers Construct lumber axes will work on infested trees.
- infested leaves now decay over time if you cut down their tree (they will NOT drop string if this happens though)
- infested leaves are much more efficient in large numbers. They should cause much less lag for the crazy people that like to infest whole jungles.
- added support for MFR rubber trees. rubber tree seeds will either turn into an IC2 sapling or a MFR sapling depending on what you have installed. If you have both, one will be chosen at random each time you plant a seed.
- added a registry for heat sources so that other modders can add things to fuel a crucible.
It wasn't "infesting whole jungles" I was infesting a small potion of a small jungle's undergrowth.
The Aether II(Yes, they're finally updating)
Twilight Forest
Divine RPG
Witches and More
The Eternal Frost
Jurrasicraft
I had that issue and tried your configs. Now it's screwing up with blood magic instead of factorization. For the developer's sake, some items in ex nihilo seem to merge with items from other mods. For example, I crafted a dark doll, but it made a dark iron gear instead. It still worked in the witchwater, but wasn't the doll item. Also, the recipe for a stone hammer crafted a bag of holding. Just all sorts of weird crafting stuff. When I installed Mineanplay's configs, then the stone hammer recipe crafted an energy blaster from blood magic. Note that in my configs, the hammer is ID 17257 and the blaster is 17001, so they are 256 IDs apart. There is the root of the issue, instead of being the correct item, it becomes the item 256 ids before itself.
EDIT: I'm using ex nihilo version 1.26 by the way.
https://discord.gg/0kvhqyfryyjfO7qY
It actually fixed itself when I tried to force an ID conflict by making the IDs overlap with blood magic's. Forge handily shifted the blood magic IDs and now it works smoothly. Weird. I was just trying to force the conflict to get the IDConflicts.txt, but it turned out to fix the problem. And I really just posted to give the developer a better understanding of what's going on with he bug so he can fix it easier.
https://discord.gg/0kvhqyfryyjfO7qY
However, I can take some dirt with me as well
What would be the minimum amount of dirt I need to insure that I have at least a 75% chance of getting a sapling?
Does this mean that also new saplings will be able to grow into infested leaves? (It was a bug/anti-feature, circa v. .23, that infested leaves would count as a 'ceiling' to new saplings, so one would have to fully harvest all infested leaves before replanted saplings close to the leaves would grow.)
Also - by default, I believe that normal tree growth will swap out any infested leaves for that tree-type's leaves (at least, that's what I've seen in vanilla). If this is the case, then - do you feel it would be a good idea to let the infested leaf blocks remain, so new-grown trees could start infestation automatically? (This would be useful for an MFR string farm...) Is this nontrivial to code?
(edit: whoops, didn't mean to delete the quote tags...)
5. Ex Nihilo API
4. Getting all mobs in one biome
3. More mod support(Ex Aliquo;check it out people)
2. Extra Bees support
1. Configurable sieve drops. I just don't get it. No matter how many times people post this, someone comes along and says: I don't suppose you could add(insert). Come on people! Be patient! Everyone asks for this
I say that you add a list of already suggested things and plans for the future on the front page so people don't keep asking for the same things over and over. No offence meant to anyone who did this. I just find it a tad annoying. And no, I'm not raging. So don't say so.
As someone who recently made suggestion #1 I would have appreciated this information up front, as I try not to spend too much time in the Minecraft Forums.
No, what i've done is use minetweaker to add a recipe of 6x (ore piece) = vanilla ore
works beautifully.
Have you checked the changelog or the list of mods that I support in the last few days?
Nope. Lemme do that now....
*checks*
SWEET....
Now, what about magic crops?