I want to remove the food from Mariculture and was able to remove everything except the Custard... technically, it is a vat recipe, but trying to use either
Will result in ModTweaker telling me that that there are no vat recipes to be found... Am I using the wrong command, or the wrong Target? I have no idea what to do.
I want to remove the food from Mariculture and was able to remove everything except the Custard... technically, it is a vat recipe, but trying to use either
Will result in ModTweaker telling me that that there are no vat recipes to be found... Am I using the wrong command, or the wrong Target? I have no idea what to do.
I'm pretty sure you need to use the unlocalized name for the liquid, which is usually written as <liquid:nameofliquid>. Not sure with MineTweaker, but I know you can find it by using NEI Integration's data dumps.
Nice to have helped! By the way, it's not NEI's native data dump that gives the list of liquids, it's specifically the ones generated by NEI Integration. There's a separate menu for them underneath the NEI ones.
I am attempting to edit the Mariculture crucible fuel recipes, but it doesn't seem that I can use oredict entries.
Wiki examples:
//InputStack/InputFluid/InputOredict, MaximumTemperature, TemperaturePer, Time in Ticks
mods.mariculture.Crucible.addFuel(<minecraft:blaze_powder>, 3000, 50, 450); //Coal has MT of 2000, TPP of 40, MTT of 300
mods.mariculture.Crucible.addFuel(<liquid:water>, 500, 10, 240); //Lava has MT of 1500, TPP of 20, MTT of 360, PerPiece is 10mB
mods.mariculture.Crucible.addFuel(<ore:treeLeaves>, 160, 4, 100);
Even when I copy paste the oredict recipe here it says that there's no method that suports (oredict, int, int int) I've also tried using only 1 or 2 ints instead with no luck. Specific item entries seem to be no problem though. Am I missing something here? or is this just a bug?
And in minetweaker.log, it says "INFO: Changing material stats field : + displayName for Bronze" but in game, nothing has changed. I've tried with "Wood", as the tutorial uses, but still nothing. Does this feature just not work?
EDIT: the setStats function seems to work... kinda. Changing Bronze, the subtext of the item, which normally says "Reinforced 1", now says "Unbreakable" when I enter nothing into the styleString field. Anything I do enter is just added before unbreakable, so if i set that field to "ABC", the text on the item says "ABCUnbreakable". Also, how the heck do you use the "colour" field? It won't accept hexadecimal, and no matter what I enter, I get some greenish bluish hue.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/28/2011
Posts:
54
Member Details
I'm having a problem with the material stats as well. I am trying to set up custom ranged weapon values for my modpack, since it uses metallurgy and I've completely reworked the entire ore/material progression. All that remains is to adjust the ranged weapons... and modtweaker seems to be the only way. I know nothing about scripting and I'm having trouble even getting something directly copied from the wiki to load up properly.
I'm getting this error on trying to /minetweaker reload
This is the EXACT contents of the file, I'm just trying to get it to work so I can add all the materials and adjust the values as needed. Can anyone tell me what I'm doing wrong, please?
I'm having a problem with the material stats as well. I am trying to set up custom ranged weapon values for my modpack, since it uses metallurgy and I've completely reworked the entire ore/material progression. All that remains is to adjust the ranged weapons... and modtweaker seems to be the only way. I know nothing about scripting and I'm having trouble even getting something directly copied from the wiki to load up properly.
I'm getting this error on trying to /minetweaker reload
This is the EXACT contents of the file, I'm just trying to get it to work so I can add all the materials and adjust the values as needed. Can anyone tell me what I'm doing wrong, please?
Don't worry, I feel your pain too. I'm in pretty much your exact position, except I've used modtweaker extensively before and I have experience scripting. What I suspect is that the wiki is just outdated. What we need is the mod creator to address this issue with TConstruct and give new examples for how we should write our scripts.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/28/2011
Posts:
54
Member Details
Yeah, soon I hope. Every material added by extraTiC has the same (rather bad) flight speed. I really need to be able to change them...Especially making a pack where most tools will have to be made with TiC.
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Anyone know how to use the Tinkers Construct casting recipes with actual casts? The examples omit any casts, and just use the plain table, since you technically don't need casts to make the recipe work. But I'm trying to add recipes using actual casts, and I have no idea what to put as the cast type parameter
Am I understanding correctly that in its current state, there's no way to add recipes to MineFantasy2 for the Bloomery or similar smelting "machines"? For instance, forcing all dust from Another One Bites the Dust to be smelted in a MineFantasy2 fashion and removing their recipes from the vanilla furnace.
Hey, I'm having difficulty removing and adding torch recipes for the Forestry carpenter. I've got the vanilla recipes removed, but now I need to finish off my tweak. Current script.zs file
What could I be missing? I still see the original carpenter torch recipe of (wool + stick = 6 torches). I'd like to mod it to be (wool + beeswax + stick = 1 torch).
Is the "weight" the percentage chance for that item to appear?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I want to remove the food from Mariculture and was able to remove everything except the Custard... technically, it is a vat recipe, but trying to use either
Will result in ModTweaker telling me that that there are no vat recipes to be found... Am I using the wrong command, or the wrong Target? I have no idea what to do.
I'm pretty sure you need to use the unlocalized name for the liquid, which is usually written as <liquid:nameofliquid>. Not sure with MineTweaker, but I know you can find it by using NEI Integration's data dumps.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Thank you, I finally found/remembered that Minetweaker has the "/mt liquids" command.
No idea how often I get stumped by those liquids, only to forget everything the moment I finish working with them. xD
You were right by the way, it was "liquid:custard". But NEI didn't return the liquid id, it only returned the block ID for the liquids...
Nice to have helped! By the way, it's not NEI's native data dump that gives the list of liquids, it's specifically the ones generated by NEI Integration. There's a separate menu for them underneath the NEI ones.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
I am attempting to edit the Mariculture crucible fuel recipes, but it doesn't seem that I can use oredict entries.
Wiki examples:
Even when I copy paste the oredict recipe here it says that there's no method that suports (oredict, int, int int) I've also tried using only 1 or 2 ints instead with no luck. Specific item entries seem to be no problem though. Am I missing something here? or is this just a bug?
Has anyone gotten the Tconstruct tool stats to work? I use the script line:
And in minetweaker.log, it says "INFO: Changing material stats field : + displayName for Bronze" but in game, nothing has changed. I've tried with "Wood", as the tutorial uses, but still nothing. Does this feature just not work?
EDIT: the setStats function seems to work... kinda. Changing Bronze, the subtext of the item, which normally says "Reinforced 1", now says "Unbreakable" when I enter nothing into the styleString field. Anything I do enter is just added before unbreakable, so if i set that field to "ABC", the text on the item says "ABCUnbreakable". Also, how the heck do you use the "colour" field? It won't accept hexadecimal, and no matter what I enter, I get some greenish bluish hue.
I'm having a problem with the material stats as well. I am trying to set up custom ranged weapon values for my modpack, since it uses metallurgy and I've completely reworked the entire ore/material progression. All that remains is to adjust the ranged weapons... and modtweaker seems to be the only way. I know nothing about scripting and I'm having trouble even getting something directly copied from the wiki to load up properly.
I'm getting this error on trying to /minetweaker reload
ERROR: Error parsing ranged tweaks.zs:1 -- ) expected
It seems like a simple formatting problem or something?
mods.tconstruct.ToolStats.setBowStats("Stone", 100, 21, 12.5F);
mods.tconstruct.ToolStats.setArrowStats("Stone", 2.5F, 5.0F, 100F);
mods.tconstruct.ToolStats.setBowStats("Wood", 100, 21, 12.5F);
mods.tconstruct.ToolStats.setArrowStats("Wood", 2.5F, 5.0F, 100F);
This is the EXACT contents of the file, I'm just trying to get it to work so I can add all the materials and adjust the values as needed. Can anyone tell me what I'm doing wrong, please?
Don't worry, I feel your pain too. I'm in pretty much your exact position, except I've used modtweaker extensively before and I have experience scripting. What I suspect is that the wiki is just outdated. What we need is the mod creator to address this issue with TConstruct and give new examples for how we should write our scripts.
Yeah, soon I hope. Every material added by extraTiC has the same (rather bad) flight speed. I really need to be able to change them...Especially making a pack where most tools will have to be made with TiC.
Hey guys... long time, no see.
Incase you didn't know, I am the maintainer of Modtweaker.
Soo I kinda let this thread go...
If you have any questions, feedback, remarks or death-threats, you can find me on #jaredlll08 on irc.esper.net
You forgot to add modtweaker. or made a typo in your script, although it looks like you are missing modtweaker
Im very much looking fwd to the 1.9 version of this mod
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
1.9.4 version will come when the mod either hits 2 Mil or the 29th June
Your example for removing a recipe is not working, to start the example script should read.
I was trying to "rebalance" oil to fuel refining with this:
The original recipe, however, remains. What did I do wrong?
Anyone know how to use the Tinkers Construct casting recipes with actual casts? The examples omit any casts, and just use the plain table, since you technically don't need casts to make the recipe work. But I'm trying to add recipes using actual casts, and I have no idea what to put as the cast type parameter
Am I understanding correctly that in its current state, there's no way to add recipes to MineFantasy2 for the Bloomery or similar smelting "machines"? For instance, forcing all dust from Another One Bites the Dust to be smelted in a MineFantasy2 fashion and removing their recipes from the vanilla furnace.
Hey, I'm having difficulty removing and adding torch recipes for the Forestry carpenter. I've got the vanilla recipes removed, but now I need to finish off my tweak. Current script.zs file
// ================================================================================
//#MARKER REMOVE
// ================================================================================
//#MARKER REMOVE SHAPELESS
mods.forestry.Carpenter.removeRecipe(<minecraft:torch>);
// ================================================================================
//#MARKER REMOVE SHAPED
recipes.removeShaped(<minecraft:torch> * 4, [[<minecraft:coal>], [<ore:stickWood>]]);
recipes.removeShaped(<minecraft:torch>, [[<minecraft:coal>], [<ore:stickWood>]]);
recipes.removeShaped(<minecraft:torch> * 4, [[<ore:charcoal>], [<ore:stickWood>]]);
recipes.removeShaped(<minecraft:torch>, [[<ore:charcoal>], [<ore:stickWood>]]);
// ================================================================================
//#MARKER ADD
// ================================================================================
//#MARKER ADD SHAPELESS
// OutputStack, InputArray, Time in Ticks, (InputFluid), (BoxStack)
mods.forestry.Carpenter.addRecipe(<ore:stickWood>, [
[null, <ore:blockWool>, null],
[null, <ore:itemBeeswax>, null],
[null, <ore:stickWood>, null]], 20, <liquid:creosote> * 100);
// ================================================================================
//#MARKER ADD SHAPED
What could I be missing? I still see the original carpenter torch recipe of (wool + stick = 6 torches). I'd like to mod it to be (wool + beeswax + stick = 1 torch).