Looks like you can still burn Ex Nihilo metal dusts in a regular furnace (well, a slab furnace). Dunno if you want to make all Ex Nihilo stuff into smeltery-only goodness, or allow us to burn more pulverized stuff at a lower temperature (possibly for lower yield, or double-processing?).
Also, I can't seem to turn your crafting squares into the SuperCratingFrame. Is that on your side or theirs?
You might be posting this in the wrong spot. I have no control over Ex Nihilo or Tinker's Construct (although those two are excellent mods and much of the design for this mod came from them). Not sure what a SuperCraftingFrame is...
Sorry, should've posted a link: SuperCraftingFrame. You surround a crafting square with sticks and stick it on the wall like a painting, and set it to a recipe. It's great for recipes you're going to be using a lot because so long as you have the materials in your inventory you can right-click it to make that item (subtracting the materials from your inventory automatically).
I was going to say that your crafting squares ought to count as Ore Dictionary crafting squares for the recipe, but then again, if I can turn one of your crafting squares back into a vanilla crafting square then it shouldn't matter (just one extra step). So never mind on that count.
As to Ex Nihilo's dust, how do you make your furnaces handle only certain materials and not others? There should be some way to make these two mods work together so there's no way to cheat past the furnace subdivisions (which are one of the things I really like about your mod). It can't be purely on Ex Nihilo's side unless you've already got categories in place that they ought to be using but aren't (because there's otherwise no reason for them to try to mess with which furnaces can or can't process their crushed ores, since in vanilla there's only the one furnace).
ETA: As to the slab furnace being from TC, isn't there some way to make your furnace categories work for other mods' weird furnaces -- even if just to restrict them all to Kiln-style, so you need the BB Smelter to process higher ores?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Sorry, should've posted a link: SuperCraftingFrame. You surround a crafting square with sticks and stick it on the wall like a painting, and set it to a recipe. It's great for recipes you're going to be using a lot because so long as you have the materials in your inventory you can right-click it to make that item (subtracting the materials from your inventory automatically).
I was going to say that your crafting squares ought to count as Ore Dictionary crafting squares for the recipe, but then again, if I can turn one of your crafting squares back into a vanilla crafting square then it shouldn't matter (just one extra step). So never mind on that count.
As to Ex Nihilo's dust, how do you make your furnaces handle only certain materials and not others? There should be some way to make these two mods work together so there's no way to cheat past the furnace subdivisions (which are one of the things I really like about your mod). It can't be purely on Ex Nihilo's side unless you've already got categories in place that they ought to be using but aren't (because there's otherwise no reason for them to try to mess with which furnaces can or can't process their crushed ores, since in vanilla there's only the one furnace).
ETA: As to the slab furnace being from TC, isn't there some way to make your furnace categories work for other mods' weird furnaces -- even if just to restrict them all to Kiln-style, so you need the BB Smelter to process higher ores?
Oh, I remember that mod! If by crafting square you mean crafting table, I must have forgotten to add the blocks to the ore dictionary and only done the items. Thanks!
As for the dusts, I will find a way to add custom smelter recipes via config. Meanwhile, I will add all ore dust->ingot recipes (1-to-1) to the smelters once I get ore dictionary support figured out.
Currently, my added furnaces don't actually have any "smart" way of determining what goes in a kiln, what goes in an oven, and what goes in a smelter. That's pretty tricky to figure out, and will probably have to deal with interpreting natural language (perhaps look for keywords in the unlocalizedName like what Forestry does/did with backpacks). For now, all those recipes are hard-coded, though configurable to an extent. Any recipes not added by vanilla are still doable in the vanilla furnace (I think). Any furnaces added by other mods, like the TC slab furnace and the TE redstone furnace should have the exact same recipe list as the vanilla furnace, as long as they draw their recipes from the same source as vanilla furnaces do. Again, I will see if I can find a way to add custom recipes for advanced crafting, kiln baking, oven baking, and smelting. This kind of feature may have to wait until the 1.0 release.
Yeah I got that. Thank you for your reply. How's the mod progressing? Has development been put on hold because not much time to work on it,loss of interest or is everything going as planned. I'm not asking for an update or pestering you about the mod I'm just trying to get a status so I know whether or not I can play this for the long haul or not.
Yeah I got that. Thank you for your reply. How's the mod progressing? Has development been put on hold because not much time to work on it,loss of interest or is everything going as planned. I'm not asking for an update or pestering you about the mod I'm just trying to get a status so I know whether or not I can play this for the long haul or not.
Afraid I can't tell you much. I'm not involved in the actual development of the mod.
Tried this out this morning, and looked promising.
Made bone pickaxe, was able to tear up some cobblestone from a nearby village. Bone pick did NOT work on regular stone however. Made me wonder how you're supposed to get the stone for a stone pick if you don't have cobblestone around anywhere.
I smelted the cobblestone in the kiln, made a stone pickaxe, it also reported "wrong tool" when trying to mine regular stone.
Went to Github to check source, and it doesn't look like you added stone as a breakable block for the pickaxe in shouldBePickaxe(Block block) function of BBEventHandler.java
Did I miss something glaringly obvious in the code path? I saw a (WIP) Rock Hammer that looks like it is intended to do the block breaking for stone and such, but it doesn't look like it is ready for use yet.
Nevermind - must be some mod interaction with another mod on my end. with only this mod running the stone breaks fine. *sigh* I love when I get to play "find the mod that doesn't play well with others"
I just checked, it seems to be the Chisel mod. With Chisel installed, the stone blocks (among many others) are replaced with chisel versions it appears. When chisel is removed, the mod works fine. Maybe use the OreDictionary for blocks you can break might get around the issue?
The Chisel mod issue is because it sets the default tool of stone to the chisel. While we're on the topic, I can't seem to break cobwebs with either a sword or shears - the game thinks I'm using my fists each time?
I'm super excited about this mod! I did a mod idea video based around having to craft a flint pickaxe before getting wood. This mod satisfies my need for flint axes which is awesome.
The video is a little silly but if you want to watch it, .
Sorry about the lack of posts. Just finished adding in a whole bunch of ore dictionary support for recipes of all kinds. The GitHub source is significantly ahead of the latest release 0.8.4, so don't rely too heavily on that for how things work in your game version.
If I remember correctly, Chisel has a config option for its blocks to be separate from the vanilla ones, instead of overriding them. That might have been removed in 1.7, I'm not sure. Chisel has a funny way of dealing with blocks, and has proven significantly problematic for compatibility. For now, turn off block overriding in Chisel (if possible). In 0.9.0 you will be able to add the block names to be counted as pickaxe-able.
The shouldBePickaxe() function is there to add additional blocks to require pickaxes, but for some reason count as null, since they were added somewhat recently (1.4 and later), like redstone and coal blocks, as well as quartz blocks and packed ice.
Yes, you did see something glaringly obvious in the code... ;D
The Rock Hammer will be introduced in 0.9.0 as a way of breaking down blocks into less solid ones, particularly cobblestone into gravel (needed for the smelter).
Right now, most of 0.9.0's features are done, and focus primarily on compatibility. I still need to finish up the Rock Hammer and Campfire that iLiminate was working on before he left, as well as fix a few major bugs regarding tile entities. I have been trying to find these bugs (#33 and #35) for a couple months now with no luck and no clue where to look. I am in severe need of help from someone who has experience with TileEntities and/or the Fluid API.
Hello! I am very interested in your mod. It is beautiful. It is only necessary to add 2 ore copper and tin alloy furnace which is made of 2 ore furnaces and 7 stone bricks it can be fused copper and tin to get the bronze. Copper and bronze can make tools and armor. To get the cooper instruments need a hammer stone, to bronze need copper to iron need bronze hammer
Hello! I am very interested in your mod. It is beautiful. It is only necessary to add 2 ore copper and tin alloy furnace which is made of 2 ore furnaces and 7 stone bricks it can be fused copper and tin to get the bronze. Copper and bronze can make tools and armor. To get the cooper instruments need a hammer stone, to bronze need copper to iron need bronze hammer
wrote through translator
I'd have to say your translator is of poor quality.
Are you suggesting I add copper and tin to my mod, as well as a special furnace to fuse them into bronze? Or are you asking I add support for the coppers and tins of various other mods? My recently added support for copper and tin from various mods. I have no plans on adding a copper or tin ore to my own mod, as I think that brings this mod too far away from its original goal.
OK add support for metals from industrial craft 2 and Metallurgy 4
I have no plans for adding metal ores that are similar to those of any mod, at least not from mods I've played before. As I said, I already have support for most metals from most mods. That support was added after my latest release (v0.8.4), so it will be present in my next release (v0.9.0).
I do not know much about Metallurgy 4. I'll look into which metals they have and add them to my compatibility code.
Hello, I love the mod But I have a question. Would it be possible to allow your tools and such to be crafted from vines and string as well as from the cordage you get from cows. I can't think of the actual name right now. Maybe you can add in a config option to allow for the different cordage options. Having to use cows for that option is a pain because cows aren't that plentiful in my world and I have to breed them for that purpose and to kill them for it just spams me with too many steaks which makes gathering food too easy IMO. This is just a suggestion but a needed one . Thank you for the mod.
You might be posting this in the wrong spot. I have no control over Ex Nihilo or Tinker's Construct (although those two are excellent mods and much of the design for this mod came from them). Not sure what a SuperCraftingFrame is...
Sorry, should've posted a link: SuperCraftingFrame. You surround a crafting square with sticks and stick it on the wall like a painting, and set it to a recipe. It's great for recipes you're going to be using a lot because so long as you have the materials in your inventory you can right-click it to make that item (subtracting the materials from your inventory automatically).
I was going to say that your crafting squares ought to count as Ore Dictionary crafting squares for the recipe, but then again, if I can turn one of your crafting squares back into a vanilla crafting square then it shouldn't matter (just one extra step). So never mind on that count.
As to Ex Nihilo's dust, how do you make your furnaces handle only certain materials and not others? There should be some way to make these two mods work together so there's no way to cheat past the furnace subdivisions (which are one of the things I really like about your mod). It can't be purely on Ex Nihilo's side unless you've already got categories in place that they ought to be using but aren't (because there's otherwise no reason for them to try to mess with which furnaces can or can't process their crushed ores, since in vanilla there's only the one furnace).
ETA: As to the slab furnace being from TC, isn't there some way to make your furnace categories work for other mods' weird furnaces -- even if just to restrict them all to Kiln-style, so you need the BB Smelter to process higher ores?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Oh, I remember that mod! If by crafting square you mean crafting table, I must have forgotten to add the blocks to the ore dictionary and only done the items. Thanks!
As for the dusts, I will find a way to add custom smelter recipes via config. Meanwhile, I will add all ore dust->ingot recipes (1-to-1) to the smelters once I get ore dictionary support figured out.
Currently, my added furnaces don't actually have any "smart" way of determining what goes in a kiln, what goes in an oven, and what goes in a smelter. That's pretty tricky to figure out, and will probably have to deal with interpreting natural language (perhaps look for keywords in the unlocalizedName like what Forestry does/did with backpacks). For now, all those recipes are hard-coded, though configurable to an extent. Any recipes not added by vanilla are still doable in the vanilla furnace (I think). Any furnaces added by other mods, like the TC slab furnace and the TE redstone furnace should have the exact same recipe list as the vanilla furnace, as long as they draw their recipes from the same source as vanilla furnaces do. Again, I will see if I can find a way to add custom recipes for advanced crafting, kiln baking, oven baking, and smelting. This kind of feature may have to wait until the 1.0 release.
Can any one tell me how iron is mined? Bone pick doesn't work and stone pick doesn't exist. Thanks for any help.Edit: You have to make a pick from smooth stone not cobble.
Bear in mind that the bone pick requires shards.
Yeah I got that. Thank you for your reply. How's the mod progressing? Has development been put on hold because not much time to work on it,loss of interest or is everything going as planned. I'm not asking for an update or pestering you about the mod I'm just trying to get a status so I know whether or not I can play this for the long haul or not.
Afraid I can't tell you much. I'm not involved in the actual development of the mod.
Made bone pickaxe, was able to tear up some cobblestone from a nearby village. Bone pick did NOT work on regular stone however. Made me wonder how you're supposed to get the stone for a stone pick if you don't have cobblestone around anywhere.
I smelted the cobblestone in the kiln, made a stone pickaxe, it also reported "wrong tool" when trying to mine regular stone.
Went to Github to check source, and it doesn't look like you added stone as a breakable block for the pickaxe in shouldBePickaxe(Block block) function of BBEventHandler.java
Did I miss something glaringly obvious in the code path? I saw a (WIP) Rock Hammer that looks like it is intended to do the block breaking for stone and such, but it doesn't look like it is ready for use yet.
I'm super excited about this mod! I did a mod idea video based around having to craft a flint pickaxe before getting wood. This mod satisfies my need for flint axes which is awesome.
The video is a little silly but if you want to watch it, .
If I remember correctly, Chisel has a config option for its blocks to be separate from the vanilla ones, instead of overriding them. That might have been removed in 1.7, I'm not sure. Chisel has a funny way of dealing with blocks, and has proven significantly problematic for compatibility. For now, turn off block overriding in Chisel (if possible). In 0.9.0 you will be able to add the block names to be counted as pickaxe-able.
The shouldBePickaxe() function is there to add additional blocks to require pickaxes, but for some reason count as null, since they were added somewhat recently (1.4 and later), like redstone and coal blocks, as well as quartz blocks and packed ice.
Yes, you did see something glaringly obvious in the code... ;D
The Rock Hammer will be introduced in 0.9.0 as a way of breaking down blocks into less solid ones, particularly cobblestone into gravel (needed for the smelter).
Right now, most of 0.9.0's features are done, and focus primarily on compatibility. I still need to finish up the Rock Hammer and Campfire that iLiminate was working on before he left, as well as fix a few major bugs regarding tile entities. I have been trying to find these bugs (#33 and #35) for a couple months now with no luck and no clue where to look. I am in severe need of help from someone who has experience with TileEntities and/or the Fluid API.
wrote through translator
I'd have to say your translator is of poor quality.
Are you suggesting I add copper and tin to my mod, as well as a special furnace to fuse them into bronze? Or are you asking I add support for the coppers and tins of various other mods? My recently added support for copper and tin from various mods. I have no plans on adding a copper or tin ore to my own mod, as I think that brings this mod too far away from its original goal.
I have no plans for adding metal ores that are similar to those of any mod, at least not from mods I've played before. As I said, I already have support for most metals from most mods. That support was added after my latest release (v0.8.4), so it will be present in my next release (v0.9.0).
I do not know much about Metallurgy 4. I'll look into which metals they have and add them to my compatibility code.