When you mine an ore, you gain the experience when you smelt it to ingots, not when you pick the block. This also holds true if you are mining the blocks with the crack hammer (smelt the powder for your XP). Also, if you automate your ore smelting (e.g. with a hopper), then you don't gain the XP from the furnace.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I'm sorry for the inconvenience. How could I make it more obvious that there's a new dependency?
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Edit: found the problem. They were looking for models in the /item folder. I just need to add models and set the parent and unique properties there.
While throwing together a new mod, I decided to add Base Metals as a dependency for recipes. With a new metal, cast iron, I tried implementing some block adding functions like those used in Base/Modern Metals. In doing so, I noticed that, in the code from my gist link below, only the three blocks under the "Custom blocks" comment had inventory renders; the rest were untextured cubes. However, they all rendered in-world.
I've been bashing my limbs against the keyboard trying to solve this for quite some time now to no success. Any ideas?
Incidentally, the laser turret mentioned in the code will likely have a narrow range of rotation but longer firing distance than your turret from Electric Advantage, for variety and balance.
[Client thread/ERROR] [FML]: Exception loading model for variant turtletech:cast_iron_block#inventory for item "turtletech:cast_iron_block", normal location exception:
net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model turtletech:item/cast_iron_block with loader VanillaLoader.INSTANCE, skipping
Well, bout to sound like an idiot for asking this but still worth the shot lol. The Base Metals mods for 1.9.4, I know the .jar does not go into the mods folder (as per instructed on your page), so I am curious as to where it goes. Tried putting the .zip file in the .minecraft file (following an assumption for the said instructions) and get a needs basemetals:any. Do I need to make another folder other than mods?
Thanks for the answer in advance and first time playing 1.9.4 (used to playing 1.7.10 due to mass tech files like Reika's mods with buildcraft and such)
Well, bout to sound like an idiot for asking this but still worth the shot lol. The Base Metals mods for 1.9.4, I know the .jar does not go into the mods folder (as per instructed on your page), so I am curious as to where it goes. Tried putting the .zip file in the .minecraft file (following an assumption for the said instructions) and get a needs basemetals:any. Do I need to make another folder other than mods?
Thanks for the answer in advance and first time playing 1.9.4 (used to playing 1.7.10 due to mass tech files like Reika's mods with buildcraft and such)
I think you mis-read something. Mod files go into the mods folder (under your <World Name> folder). What zip file are you talking about?
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
The Meaning of Life, the Universe, and Everything.
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63
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TyoAtrosa
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Love the mod, but if possible, Would it be possible to add TiC2 compatibility for the metals on here? a lot of the metals would be very useful as Tool parts and I miss being able to alloy metals and such in the smeltery.
Base Metals is compatible with Tinkers. I've made tools with steel, copper and bronze. I make my casts out of brass. The ability to alloy in the Tinker's Smeltery lies with Tinkers mod, not Base Metals. Tinker's Smeltery doesn't accept dusts either.
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
There is a .zip for both javadoc and src on DC's site and honestly surprised the instructions stated to not drop the .jar API in the mods folder. Well, thanks for helping me out regardless.
There is a .zip for both javadoc and src on DC's site and honestly surprised the instructions stated to not drop the .jar API in the mods folder. Well, thanks for helping me out regardless.
I see. Don't use the API unless your going to MAKE a mod. Just download and use the regular .jar file to PLAY the mod.
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Love the mod, but if possible, Would it be possible to add TiC2 compatibility for the metals on here? a lot of the metals would be very useful as Tool parts and I miss being able to alloy metals and such in the smeltery.
I'm actually working on that currently, ModernMetals already has support for smeltery melting (Tool Parts will come later)
Base Metals is compatible with Tinkers. I've made tools with steel, copper and bronze. I make my casts out of brass. The ability to alloy in the Tinker's Smeltery lies with Tinkers mod, not Base Metals. Tinker's Smeltery doesn't accept dusts either.
TCon doesn't cover *all* metals in Base Metals actually and in a recent update to TiC smelting dusts *should* now work, but only for the metals TiC already supports, I'll be reviewing soon and making sure they're integrated better than they are now.
I'll be working out about full TiC support for BM as I go.
The Meaning of Life, the Universe, and Everything.
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TyoAtrosa
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Awesome to hear about this. I love to have more freedom with my Tinkers tools and It's always good to hear about more integration.
I have a few ideas for effects and stats if you want to use them:
Invar i think should have a stronger magnetic effect than iron for its effect with a slightly higher bonus durability and handle modifier. Diamond mining level. same damage as iron.
Cold-Iron should keep it's bonus damage against nether mobs as its main effect and have reduced durability loss in hot environments. Obsidian mining level, steel damage level.
Adamantine should have very high base durability and a high handle modifier, and it should have an Unbreaking effect (3 for tool heads/blades, 1 for other parts). Cobalt mining level, steel damage level.
Aquarium i think should have cactus level damage on land but underwater or while flying get a massive damage boost. otherwise bronze durabilty and diamond mining level.
I'll finish up with mithril, Star-Steel, and anything else i think of when i get back, hope you like my ideas.
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I use this mod a lot with tinkers construct because I don't like how in minecraft you can just make swords and what not by just cramming a bunch of stuff on a crafting table. If possible I would love to see support for TConstruct, but specifically for star-steel, adamantine, mythril and cold-iron... They don't really smelt...
None of the ores from this mod seem to be spawning. Orespawn seems to be functioning as a custom file I added to that is spawning things, the blockids in the base metals json appear to be correct... I can't figure out what I'm doing wrong.
The Base Metals content is indeed present, it's appearing in dungeon loot and in JEI. Nether Metals and End Metals ARE spawning. It seems like specifically the main Base metals are being prevented from spawning.
When you mine an ore, you gain the experience when you smelt it to ingots, not when you pick the block. This also holds true if you are mining the blocks with the crack hammer (smelt the powder for your XP). Also, if you automate your ore smelting (e.g. with a hopper), then you don't gain the XP from the furnace.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I'm sorry for the inconvenience. How could I make it more obvious that there's a new dependency?
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Post it on the front page. Is it possible to combine the two mods?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Edit: found the problem. They were looking for models in the /item folder. I just need to add models and set the parent and unique properties there.
While throwing together a new mod, I decided to add Base Metals as a dependency for recipes. With a new metal, cast iron, I tried implementing some block adding functions like those used in Base/Modern Metals. In doing so, I noticed that, in the code from my gist link below, only the three blocks under the "Custom blocks" comment had inventory renders; the rest were untextured cubes. However, they all rendered in-world.
I've been bashing my limbs against the keyboard trying to solve this for quite some time now to no success. Any ideas?
Incidentally, the laser turret mentioned in the code will likely have a narrow range of rotation but longer firing distance than your turret from Electric Advantage, for variety and balance.
Code gist
Log output:
Well, bout to sound like an idiot for asking this but still worth the shot lol. The Base Metals mods for 1.9.4, I know the .jar does not go into the mods folder (as per instructed on your page), so I am curious as to where it goes. Tried putting the .zip file in the .minecraft file (following an assumption for the said instructions) and get a needs basemetals:any. Do I need to make another folder other than mods?
Thanks for the answer in advance and first time playing 1.9.4 (used to playing 1.7.10 due to mass tech files like Reika's mods with buildcraft and such)
I think you mis-read something. Mod files go into the mods folder (under your <World Name> folder). What zip file are you talking about?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Love the mod, but if possible, Would it be possible to add TiC2 compatibility for the metals on here? a lot of the metals would be very useful as Tool parts and I miss being able to alloy metals and such in the smeltery.
Base Metals is compatible with Tinkers. I've made tools with steel, copper and bronze. I make my casts out of brass. The ability to alloy in the Tinker's Smeltery lies with Tinkers mod, not Base Metals. Tinker's Smeltery doesn't accept dusts either.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
There is a .zip for both javadoc and src on DC's site and honestly surprised the instructions stated to not drop the .jar API in the mods folder. Well, thanks for helping me out regardless.
I see. Don't use the API unless your going to MAKE a mod. Just download and use the regular .jar file to PLAY the mod.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
I'm actually working on that currently, ModernMetals already has support for smeltery melting (Tool Parts will come later)
TCon doesn't cover *all* metals in Base Metals actually and in a recent update to TiC smelting dusts *should* now work, but only for the metals TiC already supports, I'll be reviewing soon and making sure they're integrated better than they are now.
I'll be working out about full TiC support for BM as I go.
Update: https://github.com/cyanobacterium/BaseMetals/issues/64
My mods:
Base Metals Modern Metals End Metals (And others)
My Contributions:
Nether Metals
Awesome to hear about this. I love to have more freedom with my Tinkers tools and It's always good to hear about more integration.
I have a few ideas for effects and stats if you want to use them:
Invar i think should have a stronger magnetic effect than iron for its effect with a slightly higher bonus durability and handle modifier. Diamond mining level. same damage as iron.
Cold-Iron should keep it's bonus damage against nether mobs as its main effect and have reduced durability loss in hot environments. Obsidian mining level, steel damage level.
Adamantine should have very high base durability and a high handle modifier, and it should have an Unbreaking effect (3 for tool heads/blades, 1 for other parts). Cobalt mining level, steel damage level.
Aquarium i think should have cactus level damage on land but underwater or while flying get a massive damage boost. otherwise bronze durabilty and diamond mining level.
I'll finish up with mithril, Star-Steel, and anything else i think of when i get back, hope you like my ideas.
Note them down on the tracker and I'll see what I can do.
My mods:
Base Metals Modern Metals End Metals (And others)
My Contributions:
Nether Metals
ok, added them to the post in the issue tracker as well as my other ideas. hope you like them!
Thanks muchly.
My mods:
Base Metals Modern Metals End Metals (And others)
My Contributions:
Nether Metals
Using Base Metals with Minerology, can you config certain ores to only occur in sedimentary/igneous/metamorphic rock?
I use this mod a lot with tinkers construct because I don't like how in minecraft you can just make swords and what not by just cramming a bunch of stuff on a crafting table. If possible I would love to see support for TConstruct, but specifically for star-steel, adamantine, mythril and cold-iron... They don't really smelt...
Tinkers support *is* coming, it's just slow going atm.
My mods:
Base Metals Modern Metals End Metals (And others)
My Contributions:
Nether Metals
hello, I am a player from China, thank you make good work, I very like! 另外你的中文水平很好!:)
None of the ores from this mod seem to be spawning. Orespawn seems to be functioning as a custom file I added to that is spawning things, the blockids in the base metals json appear to be correct... I can't figure out what I'm doing wrong.
The Base Metals content is indeed present, it's appearing in dungeon loot and in JEI. Nether Metals and End Metals ARE spawning. It seems like specifically the main Base metals are being prevented from spawning.