Am... hi
u gonna make more stuff for the Advantages? like eolic-nuclear energy? that could be sweet, i saw in Better with mods mod the rotating stuff and idk if u can do something like that to transfer energy
The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2014
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TyoAtrosa
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no, I believe adamantine is supposed to be 0 enchantability. it's already ridiculously powerful. best to use books or enchanting tokens for enchanting anyways.
I've discovered a conflict issue with Base Metals and WTF's Expedition. However, this comes with a suggested solution.
The problem:
Expedition takes over vanilla ores and makes them have variable richness and variable yield. The lowest-grade ores will yield a single vanilla output when broken, but higher-grade ores may be mines as many as three times, yielding an output each time before the block finally breaks. So you can get up to three vanilla ores out of one block, if it's rich ore. However, the crack hammer acts on these variable density ores just like a pickaxe, except slower. It doesn't produce dusts. Which means half the output (because no crack-hammer doubling happens), which can be worked around by stacking and hammering the resulting vanilla ore blocks, to regain full crackhammer output at the cost of doubling tool wear (because you have to mine each block twice, once with hammer or pickaxe, then separately crush with the hammer to get dusts). But the worse problem is, it also means no coal dust. Because you can't place coal in the world to crush it with the hammer. And no carbon dust means no steel.
Suggested fix:
Whiskey Tango Fox looked at the issue, and he believes the problem lies in the crack hammer code apparently not recognizing his variable-density ores as ores, and therefore not triggering the crush-and-double action. His suggestion is to make the hammer look at the block's drops instead of the block itself. This should work on his variable-density ores, as well as on vanilla ores and on other mod-added ores (both "regular strength" and rich).
i am about to start using the 1.10 version of basemetals, i heard there was now a dependency mod that goes with it to cause proper ore spawning is that true?
The Meaning of Life, the Universe, and Everything.
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you could just drop the mined ore or coal on the ground and right click with the crack hammer to smash it into dusts, though i havent tried wtfs mod yet. did you have to make custom configs for yhe oregen to work or did it detect it automatically?
i am about to start using the 1.10 version of basemetals, i heard there was now a dependency mod that goes with it to cause proper ore spawning is that true?
It should load along with Base Metals. Its called Ore Spawn.
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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."
you could just drop the mined ore or coal on the ground and right click with the crack hammer to smash it into dusts, though i havent tried wtfs mod yet. did you have to make custom configs for yhe oregen to work or did it detect it automatically?
I actually only discovered the "crack on the ground" feature yesterday. It didn't occur to me to try it with coal. (Not that I've FOUND any yet in my current world, which I added Mineralogy into.)
One thing I'm noticing, and I'm not sure any single mod is responsible for it, I'm guessing it's an interaction:
Realistic Terrain Generation + WTF Expedition + BaseMetals + Mineralogy together in 1.10.2 seems to yield a world in which iron and coal are all but nonexistent. On two successive worldgens now I've been clear down to between lava-level and bedrock without finding a single vein of coal or iron. So I'm making a lot of charcoal and using a lot of bronze...
I have screwed up and installed a mod that adds tin, and a separate mod that adds copper. Neither of these mods add bronze, but Tinkers' construct will let you mix the copper and tin from two different mods to make bronze. TiCon itself has no bronze ingot, and neither do either one of the other mods. So you can make molten bronze, and then you can't pour it into blocks or ingots to get it out of the forge. I'm looking for something to bridge the gap that JUST adds blocks and ingots of various stuff so my players can get it out of their smelters. Will this mod work in 1.10.2? The OP only has it for 1.9 but I know they're very similar and some mods work fine in both.
Ah, yeah, I found it. Didn't check the download page. This works nicely and solves the problem. Too bad railcraft plates aren't in the ore dictionary so I still have to have duplicates. Is TiCon smeltery compatibility planned for the new materials added in this mod?
The Meaning of Life, the Universe, and Everything.
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Jriwanek is working on full TConstruct support for this mod as well as for modern metals... This was mentioned around august of 2016, so I say it wont be long until its finished.
Am... hi
u gonna make more stuff for the Advantages? like eolic-nuclear energy? that could be sweet, i saw in Better with mods mod the rotating stuff and idk if u can do something like that to transfer energy
pls
Known issue, will be fixed in next release.
Thanks for letting me know though.
My mods:
Base Metals Modern Metals End Metals (And others)
My Contributions:
Nether Metals
is the ability to enchant the admantium directly with the enchanting table meant to be disabled? i cant seem to find any config anywhere to turn it on
no, I believe adamantine is supposed to be 0 enchantability. it's already ridiculously powerful. best to use books or enchanting tokens for enchanting anyways.
I've discovered a conflict issue with Base Metals and WTF's Expedition. However, this comes with a suggested solution.
The problem:
Expedition takes over vanilla ores and makes them have variable richness and variable yield. The lowest-grade ores will yield a single vanilla output when broken, but higher-grade ores may be mines as many as three times, yielding an output each time before the block finally breaks. So you can get up to three vanilla ores out of one block, if it's rich ore. However, the crack hammer acts on these variable density ores just like a pickaxe, except slower. It doesn't produce dusts. Which means half the output (because no crack-hammer doubling happens), which can be worked around by stacking and hammering the resulting vanilla ore blocks, to regain full crackhammer output at the cost of doubling tool wear (because you have to mine each block twice, once with hammer or pickaxe, then separately crush with the hammer to get dusts). But the worse problem is, it also means no coal dust. Because you can't place coal in the world to crush it with the hammer. And no carbon dust means no steel.
Suggested fix:
Whiskey Tango Fox looked at the issue, and he believes the problem lies in the crack hammer code apparently not recognizing his variable-density ores as ores, and therefore not triggering the crush-and-double action. His suggestion is to make the hammer look at the block's drops instead of the block itself. This should work on his variable-density ores, as well as on vanilla ores and on other mod-added ores (both "regular strength" and rich).
i am about to start using the 1.10 version of basemetals, i heard there was now a dependency mod that goes with it to cause proper ore spawning is that true?
you could just drop the mined ore or coal on the ground and right click with the crack hammer to smash it into dusts, though i havent tried wtfs mod yet. did you have to make custom configs for yhe oregen to work or did it detect it automatically?
It should load along with Base Metals. Its called Ore Spawn.
"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 actually only discovered the "crack on the ground" feature yesterday. It didn't occur to me to try it with coal. (Not that I've FOUND any yet in my current world, which I added Mineralogy into.)
I haven't done the custom oregen work yet, no.
how do i get this for 1.10.2? i cant seem to find the dependency mod required?
https://minecraft.curseforge.com/projects/mmd-orespawn
use the latest 1.1.x version not the 2.x versions for now.
My mods:
Base Metals Modern Metals End Metals (And others)
My Contributions:
Nether Metals
One thing I'm noticing, and I'm not sure any single mod is responsible for it, I'm guessing it's an interaction:
Realistic Terrain Generation + WTF Expedition + BaseMetals + Mineralogy together in 1.10.2 seems to yield a world in which iron and coal are all but nonexistent. On two successive worldgens now I've been clear down to between lava-level and bedrock without finding a single vein of coal or iron. So I'm making a lot of charcoal and using a lot of bronze...
Hey, is there any way I can revert the metal block textures back to the vanilla style?
I have screwed up and installed a mod that adds tin, and a separate mod that adds copper. Neither of these mods add bronze, but Tinkers' construct will let you mix the copper and tin from two different mods to make bronze. TiCon itself has no bronze ingot, and neither do either one of the other mods. So you can make molten bronze, and then you can't pour it into blocks or ingots to get it out of the forge. I'm looking for something to bridge the gap that JUST adds blocks and ingots of various stuff so my players can get it out of their smelters. Will this mod work in 1.10.2? The OP only has it for 1.9 but I know they're very similar and some mods work fine in both.
This mod has 1.10.2 version, you can look for it on the first page.
https://github.com/cyanobacterium/BaseMetals/releases
This link leads to the newest realease, for 1.10.2
Ah, yeah, I found it. Didn't check the download page. This works nicely and solves the problem. Too bad railcraft plates aren't in the ore dictionary so I still have to have duplicates. Is TiCon smeltery compatibility planned for the new materials added in this mod?
That's something that TiCon should look, not this mod.
This mod is compatible with TiCon, buut XD not all metals are accepted by TiCon.
Jriwanek is working on full TConstruct support for this mod as well as for modern metals... This was mentioned around august of 2016, so I say it wont be long until its finished.
That would be correct, I'm mostly putting the finishing touches on things and bug busting
My mods:
Base Metals Modern Metals End Metals (And others)
My Contributions:
Nether Metals
loving this mod, it gives a firm foundation for all the wackyness.