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.
I don't know how how to install the new configuration file at all. Help?
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.
When you add a mod that does not have compatibility installed, and getting ID conflicts. That's a problem on your end, with your installation. It has nothing to do with the developer.
It's like not filling up your gas tank in your car, then yelling at your mechanic cause your car stopped driving.
When you add a mod that does not have compatibility installed, and getting ID conflicts. That's a problem on your end, with your installation. It has nothing to do with the developer.
It's like not filling up your gas tank in your car, then yelling at your mechanic cause your car stopped driving.
There were no ID conflicts. All the items had their own IDs, and keep in mind that the IDs are 256 ids away from each other. Ex Nihilo is the only mod I have ever installed that does this. There's also the fact that it happened with several different mods, which leads me to believe that the other mods are not the issue.
And I don't appreciate you trying to make me a bad guy here. I was doing the developer a common courtesy by letting him know that I ran into something resembling a bug so that he could fix it. Because if nobody reported bugs, then they would never get fixed. I never said anything bad about EC or his mod, simply pointed out the issue I was having and how I fixed it, and by what I've seen on this thread, I'm not the only one having this issue with Ex Nihilo. I haven't seen anyone having this issue with other mods, only here. I'm trying to help and you paint me as someone who blames the developer for something I did wrong.
I know you are busy, but is there even a remote chance that you could add desert or wasteland support?
IE. a recipe of cactus surrounding a bucket to make 'a bucket of water'?
I would make the mod myself if I had a remote clue how to mod
I would think that it would be better served as a crucible recipe. Cactus in a crucible makes water. The issue with that, I just realised, is that you need water to make water in that case. A catch-22. Perhaps cactus green in a barrel composting to water? Would not change difficulty much because you would need a furnace and to process a good deal of sand in order to get the cactus seeds in the first place.
Welp, it's about that time again. Want to see what I can get done in a single day?
v1.27
- changed the sieve so that the blocks that it can sift are no longer hardcoded, this means modders can add pretty much any combination of "block to item" recipe that they want to.
- rewrote the sieve's particle effects to accomodate the change above.
- fixed a bug where the sieve would emit particles when right clicked even if it was empty.
- implemented a form of protection from auto-clickers. don't put too many people on one sieve or you might trigger it... you can literally blame Soaryn for this, lol.
- added a new type of crook which is much more durable than the wooden one.
- moved the default item and block IDs into a different bunch of IDs. Hopefully this takes care of the ID conflicts...
- implemented a form of protection from auto-clickers. don't put too many people on one sieve or you might trigger it... you can literally blame Soaryn for this, lol.
How do you know it isn't already there? Iridium is SUPER rare. I would expect the same to be true for getting Iridium with Ex Nihilo.
There's no mention of iridium in the source code. Note that this file contains all available IC2 bridges. I would suggest making the rarity 100+ for it if it is added. (I have been poking around the source code a bit)
Two people per sieve should be perfectly safe. If you go higher than that, server lag might make you trip the protection code. I didn't really want to do this, but it was either this or let the auto-clickers keep working. If we ever see a competitive Ex Nihilo map, a player with an autoclicker would absolutely dominate their opponent.
Thaumcraft will be added in the next update. (next week)
I will do weekly updates to the pack.
Use code D2FPVYJTSQ for the pack.
Applied Energistics
Ars Magica 2
Bibliocraft
BiblioWoods-Forestry
BiblioWoods-Natura
Buildcraft
Ender Storage
Ex Aliquo
Ex Nihilo
Extra Utilities
Factorization
Forestry
IC2
Inventory Tweaks
Mekanism
MineFactoryReloaded
Natura
NEI
OpenBlocks
Opis
Project Red
Thermal Expansion
Tinker's Construct
Tinker's Mechworks
WAILA
I welcome anyone to watch my Tutorial style Let's play. But not required to play the pack.
Oh forgot to mention... the map is included in the pack
Two people per sieve should be perfectly safe. If you go higher than that, server lag might make you trip the protection code. I didn't really want to do this, but it was either this or let the auto-clickers keep working. If we ever see a competitive Ex Nihilo map, a player with an autoclicker would absolutely dominate their opponent.
Isn't that why you made the config? If there is a server competition, they can turn that config off.
I know you planned on adding an auto-sieve. Wouldn't it be better to leave in the clicker functionality until you get that finished? Then afterwards disable the clickers.
Obviously making the auto-sieve cost more materials and thus a natural progression.
One good balancing would be to lessen the amount of items you get from the auto-sieve. So manual produces more items, but the auto frees a player to do other things.
Isn't that why you made the config? If there is a server competition, they can turn that config off.
I know you planned on adding an auto-sieve. Wouldn't it be better to leave in the clicker functionality until you get that finished? Then afterwards disable the clickers.
Obviously making the auto-sieve cost more materials and thus a natural progression.
One good balancing would be to lessen the amount of items you get from the auto-sieve. So manual produces more items, but the auto frees a player to do other things.
It wasn't the afk-ing that was the problem. People on Twitch had figured out that they could set an auto-clicker to fire ever couple of milliseconds and were powering through tons of gravel in seconds. They were basically generating diamonds as fast as they could use them. The code doesn't prevent you from rubber banding down your mouse and going afk, it just prevents you from clicking more than x amount of times in a timespan. If you have a bunch of friends, you can always make more sieves and gain speed through parallel operations instead of all focusing on the same one too.
Ahh I get it... Ok, I didn't know that was happening. So basically you put a "speed limit" on the sieve. So Things like autonomous activators will still work as they click slowly?In their default configuration anyway.
Ahh I get it... Ok, I didn't know that was happening. So basically you put a "speed limit" on the sieve. So Things like autonomous activators will still work as they click slowly?
In their default configuration anyway.
Exactly. Autonomous activators still work as long as the config is set to allow them.
Two people per sieve should be perfectly safe. If you go higher than that, server lag might make you trip the protection code. I didn't really want to do this, but it was either this or let the auto-clickers keep working. If we ever see a competitive Ex Nihilo map, a player with an autoclicker would absolutely dominate their opponent.
-Edit-
Say... umm.. eh, nevermind, I forgot what I was going to say
-Edit3-
Oh yes, I remember.
Are you planning to add support/bridges/whatever for the mods Ex Aliquo, or will you leave that to Ex Aliquo?
-Edit2-
I put cobble in the crucible, and melted it, but I can't take it out.
I've been putting cobble in it and melting the thing for a bit, but I just can't take the darn lava out.
The recipe you are looking for is the same as the wooden barrels but with smooth stone and a stone slab.
And that durability is just how minecraft works - you can get exactly the same "problem" with a vanilla tool.
I don't know how how to install the new configuration file at all. Help?
How do you know it isn't already there? Iridium is SUPER rare. I would expect the same to be true for getting Iridium with Ex Nihilo.
When you add a mod that does not have compatibility installed, and getting ID conflicts. That's a problem on your end, with your installation. It has nothing to do with the developer.
It's like not filling up your gas tank in your car, then yelling at your mechanic cause your car stopped driving.
IE. a recipe of cactus surrounding a bucket to make 'a bucket of water'?
I would make the mod myself if I had a remote clue how to mod
There were no ID conflicts. All the items had their own IDs, and keep in mind that the IDs are 256 ids away from each other. Ex Nihilo is the only mod I have ever installed that does this. There's also the fact that it happened with several different mods, which leads me to believe that the other mods are not the issue.
And I don't appreciate you trying to make me a bad guy here. I was doing the developer a common courtesy by letting him know that I ran into something resembling a bug so that he could fix it. Because if nobody reported bugs, then they would never get fixed. I never said anything bad about EC or his mod, simply pointed out the issue I was having and how I fixed it, and by what I've seen on this thread, I'm not the only one having this issue with Ex Nihilo. I haven't seen anyone having this issue with other mods, only here. I'm trying to help and you paint me as someone who blames the developer for something I did wrong.
I would think that it would be better served as a crucible recipe. Cactus in a crucible makes water. The issue with that, I just realised, is that you need water to make water in that case. A catch-22. Perhaps cactus green in a barrel composting to water? Would not change difficulty much because you would need a furnace and to process a good deal of sand in order to get the cactus seeds in the first place.
https://discord.gg/0kvhqyfryyjfO7qY
v1.27
- changed the sieve so that the blocks that it can sift are no longer hardcoded, this means modders can add pretty much any combination of "block to item" recipe that they want to.
- rewrote the sieve's particle effects to accomodate the change above.
- fixed a bug where the sieve would emit particles when right clicked even if it was empty.
- implemented a form of protection from auto-clickers. don't put too many people on one sieve or you might trigger it... you can literally blame Soaryn for this, lol.
- added a new type of crook which is much more durable than the wooden one.
- moved the default item and block IDs into a different bunch of IDs. Hopefully this takes care of the ID conflicts...
That was a bug? I though that was supposed to happen
Oh I see.
And is that really how durability works? if so, that's just weird
That's right. If the durability on any item is 0, then the next use breaks it.
https://discord.gg/0kvhqyfryyjfO7qY
Any hints as to how many people can click?
There's no mention of iridium in the source code. Note that this file contains all available IC2 bridges. I would suggest making the rarity 100+ for it if it is added. (I have been poking around the source code a bit)
https://discord.gg/0kvhqyfryyjfO7qY
Two people per sieve should be perfectly safe. If you go higher than that, server lag might make you trip the protection code. I didn't really want to do this, but it was either this or let the auto-clickers keep working. If we ever see a competitive Ex Nihilo map, a player with an autoclicker would absolutely dominate their opponent.
Thaumcraft will be added in the next update. (next week)
I will do weekly updates to the pack.
Use code D2FPVYJTSQ for the pack.
Ars Magica 2
Bibliocraft
BiblioWoods-Forestry
BiblioWoods-Natura
Buildcraft
Ender Storage
Ex Aliquo
Ex Nihilo
Extra Utilities
Factorization
Forestry
IC2
Inventory Tweaks
Mekanism
MineFactoryReloaded
Natura
NEI
OpenBlocks
Opis
Project Red
Thermal Expansion
Tinker's Construct
Tinker's Mechworks
WAILA
I welcome anyone to watch my Tutorial style Let's play. But not required to play the pack.
Oh forgot to mention... the map is included in the pack
Isn't that why you made the config? If there is a server competition, they can turn that config off.
I know you planned on adding an auto-sieve. Wouldn't it be better to leave in the clicker functionality until you get that finished? Then afterwards disable the clickers.
Obviously making the auto-sieve cost more materials and thus a natural progression.
One good balancing would be to lessen the amount of items you get from the auto-sieve. So manual produces more items, but the auto frees a player to do other things.
It wasn't the afk-ing that was the problem. People on Twitch had figured out that they could set an auto-clicker to fire ever couple of milliseconds and were powering through tons of gravel in seconds. They were basically generating diamonds as fast as they could use them. The code doesn't prevent you from rubber banding down your mouse and going afk, it just prevents you from clicking more than x amount of times in a timespan. If you have a bunch of friends, you can always make more sieves and gain speed through parallel operations instead of all focusing on the same one too.
Exactly. Autonomous activators still work as long as the config is set to allow them.
Competitive Ex Nihilo Map...
hmm... *evil laugh*
Server?
-Edit-
Say... umm.. eh, nevermind, I forgot what I was going to say
-Edit3-
Oh yes, I remember.
Are you planning to add support/bridges/whatever for the mods Ex Aliquo, or will you leave that to Ex Aliquo?
-Edit2-
I put cobble in the crucible, and melted it, but I can't take it out.
I've been putting cobble in it and melting the thing for a bit, but I just can't take the darn lava out.