"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
The page explicitly states that simply stating "I agree" is insufficient, causing me to doubt you read it.
The I agree was at the bottom of the page, just checked now. Apologies if I didn't read to the last letter. The 6 rules were in a completely different part of the page. I would have used official versions, wouldn't have claimed any credit, wouldn't have profited, would not have modify anything in your mods, or rehosted them. And my users would not have been permitted to reupload and distribute the pack (although, would that allow me to have a github page for my pack)
However, since getting the mod, I found the issue was not with potion ID space, but that witchery simply didn't like IDS over 127, even if the array was extended. So, I no longer require the mod for the modpack.
Thanks for replying quite quickly though, back when a certain modder required permission requests I sent him one and he still hasn't replied :p. However, the license for his mods have since changed to AGPLv3.
Just a question, why do you keep your mods under a license that requires permissions for modpack distribution? Is it because of the traffic from issues related to mod conflicts and not the mod itself? Since your mods are on curse though, I believe they are allowed for curse modpacks as per their terms when you upload a mod. What made you decide to allow open distribution through curse?
Just a question, why do you keep your mods under a license that requires permissions for modpack distribution? Is it because of the traffic from issues related to mod conflicts and not the mod itself? Since your mods are on curse though, I believe they are allowed for curse modpacks as per their terms when you upload a mod. What made you decide to allow open distribution through curse?
Pretty sure you still need pack permissions, even for Curse packs.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The I agree was at the bottom of the page, just checked now. Apologies if I didn't read to the last letter. The 6 rules were in a completely different part of the page. I would have used official versions, wouldn't have claimed any credit, wouldn't have profited, would not have modify anything in your mods, or rehosted them. And my users would not have been permitted to reupload and distribute the pack (although, would that allow me to have a github page for my pack)
However, since getting the mod, I found the issue was not with potion ID space, but that witchery simply didn't like IDS over 127, even if the array was extended. So, I no longer require the mod for the modpack.
Thanks for replying quite quickly though, back when a certain modder required permission requests I sent him one and he still hasn't replied :p. However, the license for his mods have since changed to AGPLv3.
Just a question, why do you keep your mods under a license that requires permissions for modpack distribution? Is it because of the traffic from issues related to mod conflicts and not the mod itself? Since your mods are on curse though, I believe they are allowed for curse modpacks as per their terms when you upload a mod. What made you decide to allow open distribution through curse?
I
am not going to ask anyone to provide older versions, these are your
mods and your rules. I would like to discuss your reasoning for not
providing them yourself. Looking through a variety of posts you seem to
be of the opinion that a newer version is always better. I think you
exact post at one point was "I do not know why anyone would want to
intentionally re-introduce bugs". That being said, I have never heard of
any software ever written of any complexity that does not have bugs and
bugs are created in attempting to fix existing bugs. Are you willing to
admit that, for some users of your mod, bugs present in an older
version might be preferable to the bugs introduced in a newer version?
You already tell people to upgrade to the newest version to verify if a
bug they are reporting is still present in the current release, which is
as it should be. What exactly is the harm in allowing someone to use an
older version of your mod if, for instance, it works better with other
mods they are using?
The answer to both of these are very similar.
For modpack rules, I require that pack developers get permission to both prove some modicum of willingness to expend effort and basic reasoning skills - someone unable or unwilling to read 6 rules is going to be incredibly incompetent - as well as explicitly agree to rules that prevent them from inadvertently causing issues. This used to be far more of an issue before I had the rules with people selling access to mods, or breaking them with third-party mods, or claiming they were part owner, or openly allowing users to reupload the pack (and cause 72 copies of different versions to be publicly available).
When it comes to updating, most people play old versions because they cannot be bothered to update (hence my notification system), and half of them, in particular modpack players, tend not to even know something is out of date. On top of that, I have seen firsthand cases where people try to download an old version to avoid later balancing or because they are too dim to realize that v23 and v19 are not different mods (things like "but Monster has v19! I want v19!" "Where's the rotarycraft download? All I see is some v23 thing!" used to be daily occurrences).
Both of these things used to cause two main problems (or, at least, still do, but much less so since I made old versions unobtainable and annoying, and since I enforced stricter modpack rules).
One, they endlessly waste my time with spurious bug reports. Few people actually say what version they are using, and many will even lie if they know that giving their actual version will see their bug report summarily rejected. On top of that, there have been several cases where they complained about a bug I had recently fixed but where I either thought I had failed to fix it or had re-emerged somehow. Cases like that usually waste over an hour each.
Second, most invariably mouth off somewhere on the internet about an old issue - balance, performance, bug, or otherwise - that they immediately blame on me "being a crappy coder" or "a moron who doesn't understand balance", and it ends up perpetuating an echo chamber of "this mod is laggy/unbalanced/unstable/etc". If you have been around this long, remember how RotaryCraft used to have a reputation for being incredibly overpowered and a "griefer's dream"? You can credit that to people like this. Or this. Or this.
Breaking a mod by modifying it - which is the biggest reason I started having modpack rules - achieves the same result, either outright crashes or just balance problems.
Remember, people like this are, if perhaps not the majority, a very significant fraction.
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Reika, you are my hero XD
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"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
Other Mods do not seem to have the same level of issues you described where older versions are concerned (although maybe they do and just deal with it). I can understand the frustration in dealing with false bug reports and you have my condolences as I am sure that you still have to deal with them to some extent. I can't say I agree with your solution's to these issues; however, I do understand them and your reason for using them. I am positive that the community at large appreciates your efforts even if there are a significant few that are ungrateful and undermine your efforts as well as a significantly larger number that are to ignorant to have any clue as to whats going on and wonder "why don't things just work".
Although there may be a conversation somewhere that I missed, I had not previously found compelling comments regarding old versions previously. Either they were people that just kept asking for older versions, or someone who just flamed you for not providing them (which you generally responded in kind). I personally prefer to settle on a version where I am ok with the bugs that exist rather than constantly upgrading (and I don't complain about bugs in older versions). At any rate, thank you for providing a real answer, I appreciate it.
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I humbly request permission to include some of your mods in two of our pack:
Hypovolemia: Ownership of this pack belongs to the MyM network. If personal ownership is required it can be provided.
Included Mods:
Dragon API
Cave Control
Expanded Redstone
Cutting Edge: Ownership of this pack belongs to the MyM network. If personal ownership is required it would belong to me.
Included Mods:
DragonAPI
RotaryCraft
ReactorCraft
ElectriCraft
ChromatiCraft
Expanded Redstone
GeoStrata
TerritoryZone
MeteorCraft
Void Monster
Cave Control
CritterPet
Useful TNT
Notification of approved pack name change:
Old Name: Back 2 Basics
New Name: Anger Management
Modpack Permissions
Users of the pack may not have permission to re-upload and redistribute the pack.
Understood and will notate on the Pack page.
Under no circumstances may you or the users of the pack extract my mods from the pack and re-host them.
Understood and will notate on the Pack page.
The pack must comply with the rules regarding third-party modification discussed below.
Yes Sir.
The pack may not generate income, either directly from purchases or donations, or indirectly with ad revenue or merchandise, except that which is necessary for maintenance (eg server fees). This includes disabling/banning machines so that users must donate to have access to them or offering packages which include my items. These actions are also explicitly forbidden by the Mojang EULA.
I will comply.
You may not try to claim credit for any of my mods under any circumstance. This includes but is not limited to stating ownership, claiming to have contributed content (beyond merely suggesting an idea), and claiming that you are on part of a modding team with me.
You made the mods and that is how it shall be credited.
You must use the official release versions of the mods from my official download locations, like Curse or this site. You may not use versions from "copycat" sites like 9minecraft.net, or extract versions from other packs. You may also not use "patched" versions of the mods, either of your own creation or from third-party sources. Deliberate use of unauthorized releases is grounds for permanent denial of pack permission.
Of course. Official Only. Why would I use otherwise?
In addition public packs must obey the following:
The pack must not use external mods to significantly change the way my mods work, such that a guide for the default setup would be misleading or useless for the pack (or vice versa), or that the mods' tech trees, if applicable, are radically altered, or that features are missing. This includes the use of MineTweaker and other similar tools to remove recipes or items! Config options native to the mod are of course free to be modified.
There are no modifications other then what are provided in the configs.
Special rules for RotaryCraft, its addons, and ChromatiCraft:
At some point before the pack is released, I need to be notified of each and every change made to my mods. I do not need a detailed explanation or the reasons, but I need to know what pack changed what in order to keep a record.
All changes will be sent to you via PM, documented in game and on the github repositories of the respective packs
The pack author must have a fairly clear understanding of the effects their changes will have; for example, pack authors may not make changes without even having tried unmodified versions of a mod, or without understanding the system they are modifying.
Yes, I do.
A few specific kinds of changes require explicit permission from me to change; almost all of these are "sounds like a good idea but really a bad idea" kind of changes that I need to verify you are aware of the ramifications of making. A few examples will be given below. If you are uncertain whether the change you have in mind needs permission, ask me.
Nothing changed that would require explicit permission.
All modifications must be in good faith. Any modifications done in bad faith are totally disallowed. Bad faith modifications include but are not limited to:
Modifications intended generate headaches for me, such as by spawning bug reports
Modifications designed to enable monetization of my content
Modifications designed to "justify" taking partial or complete credit for the mods
Modifications designed to tarnish my or my mods' reputation, such as by worsening its stability or deliberately unbalancing it
No modifications are done in bad faith.
The mod's fundamental identity must remain intact. For example, RotaryCraft must not be converted to an RF mod, ChromatiCraft may not be turned into a ThaumCraft addon, and ReactorCraft may not be made to function like BigReactors. This is because packs are most people's first experience with my mods and I want the first impression to be both accurate and positive, something not true if the mod is heavily altered.
Rodger.
I will maintain a publicly viewable list all packs that make changes and what changes they make. This serves primarily as a record of who does what, but also provides a defence against people who want to blame me for the changes, as well as filtering out the occasional "I want to make changes that noone knows about" (that I cannot see a legitimate reason for existing).
Yes Sir.
Also for providing defence and reducing bug report count, I will be adding a functionality to my handbooks that adds a special config file that allows for a pack author to specify any changes they make, so that any pack-level changes can be documented in the handbook. All of the pack's changes to my mods must be documented here.
Ore generation changes will/are documented in the appropriate places.
The pack developer must make it reasonably clear in their pack description (or its equivalent) that they have made modifications to my mods and have gotten permission to do so, linking to the list mentioned above. This is to avoid both confusion and the risk of erroneously being reported to me.
No modifications requiring special permissions
If a modification starts spawning rumors, bug reports, harassment, or similar and the pack author makes no attempt to take responsibility or dispel the effects, the modification must be revised so as to try to keep its original purpose but stop causing problems. If this is not possible, or the pack author is unwilling to make that effort, the modification must be reverted.
I will take all responsibility for all bug reports caused by pack modifications.
All modifications must be done though accepted tools, such as MineTweaker. Things like ASM or bytecode editing are not permitted, not least because they severely harm stability or carry a strong connotation of subversion.
All modifications are done through config option provided.
Anyone blaming me for the effects of their own changes will be held fully responsible as well as being treated as either dishonest or incompetent, whichever seems more likely.
My Pack, My Documented Modifications, My responsability
All effects from changes will be my own responsibility
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I'm an Admin over at MyM.li and a Good one.
I don't put up with people's excrement. I will most likely offend you.
(Mostly) Not on purpose, but because I will always speak the truth.
All I ask is that you put your big girl panties on and get a thicker skin.
Not all whom wander are Lost, Not all that glitters is Gold.
The Meaning of Life, the Universe, and Everything.
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Google fails me. What triggers the Ominous Constructions part of progression? I've looted a few fountains and a box with spawners, triggered TNT's here and there, it doesn't seem to be it. Can't see anything of interest anywhere around those and higher above seems to be just lava rivers
I think the force field is not working.I can shoot an arrow through the force field but the arrow bounce off of anywhere when I shoot the arrow inside the force field.
"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
Google fails me. What triggers the Ominous Constructions part of progression? I've looted a few fountains and a box with spawners, triggered TNT's here and there, it doesn't seem to be it. Can't see anything of interest anywhere around those and higher above seems to be just lava rivers
Lava Wells (small, single chest, tnt trapped)
Bedrock Mazes (blazes and pigmen, single chest)
Portal Shrine (nether portal, secret room, possibly broken redstone mechanism?)
Unstable Labyrinth (cracked walls, tnt, lava, 5 chests, fire resistance required?)
Nether Cube (contained miniature nether, ghast/blaze/magma cube spawners, one chest?)
I've also noticed some things in these structures that may not be behaving correctly:
In the nether portal structure, how is the redstone puzzle supposed to be solved? I had to break it open to make it work.
The ghast spawner in the mini-nether goes insane if you're close enough, constantly spawning ghasts. The fastest spawner I've ever seen. Even in peaceful, it's trying really hard to spawn one. Also, the blazes keep spawning in the walls, and never in the hallway where the chest is.
Is there any way through the 5-chest one without fire resistance, or do I actually HAVE to go through the lava?
The Meaning of Life, the Universe, and Everything.
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Ieldra2, Zsashas, thank you, i've ran far and wide but only found wells, mazes with blaze\pigmen and those unstable ones with lava. Apparently, it's luck that fails me so far, then.
Could you help me with understanding Repeaters then? The only one i can make so far is Lumen Repeater, hopefully nothing got messed up and it really requires wood log beneath it as Structures article shows. Line of sight and it's work distance all taken into consideration but i don't see it reacting in any way or triggering Lumen Harnessing achievement, just displays some janky puncture lines sometimes and that's about it.
I guess i need to connect it to something that would actually harness said lumens from them? i don't really know though what would do the trick
Ok, what do I have to do to get this to work? I'm trying to do the Pylon Surge Protection ritual, but I can't activate it. I select it in the table, and the Manipulator shows a yellow dot in an empty progress circle when I hold it and look at the table. I have Lumen Pylons (the ones with logs) in chains all the way to Kuro, Karmir, and Kitrino Pylons, and the dotted lines show they are all close enough.. Why won't this WORK?!
I even tried gathering the amount of Lumens stated in the book into my internal storage from secondary pylons, so I wouldn't deplete my main ones, but that obviously isn't it.
"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
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Reika, I seem to have found a minor bug. There isn't any gameplay issues with the enhanced lumen tree and when you look at the battery with the manipulator it shows the battery is full properly (I have 153,665,000 Lumens on all colors), but when trying to shift examine the luminescent battery's charge, it says the tree is almost empty although the tree is full. Here are some screenshots showing what I mean. I am using all the latest versions of your mods (V15).
"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
Lava Wells (small, single chest, tnt trapped)
Bedrock Mazes (blazes and pigmen, single chest)
Portal Shrine (nether portal, secret room, possibly broken redstone mechanism?)
Unstable Labyrinth (cracked walls, tnt, lava, 5 chests, fire resistance required?)
Nether Cube (contained miniature nether, ghast/blaze/magma cube spawners, one chest?)
I've also noticed some things in these structures that may not be behaving correctly:
In the nether portal structure, how is the redstone puzzle supposed to be solved? I had to break it open to make it work.
The ghast spawner in the mini-nether goes insane if you're close enough,
constantly spawning ghasts. The fastest spawner I've ever seen. Even in
peaceful, it's trying really hard to spawn one. Also, the blazes keep
spawning in the walls, and never in the hallway where the chest is.
Is there any way through the 5-chest one without fire resistance, or do I actually HAVE to go through the lava?
You haven't ever done redstone before, have you? You need a block that is affected by gravity and put it in both of those holes on the sides near the portal.
Reika probably made the spawner work faster (not sure if possible but probably is). Spawners will try to spawn things in peaceful too but just fail. The Blaze thing could potentially be fixed but it'd still spawn outside of the box due to vanilla spawner mechanics.
Reika, I seem to have found a minor bug. There isn't any gameplay issues with the enhanced lumen tree and when you look at the battery with the manipulator it shows the battery is full properly (I have 153,665,000 Lumens on all colors), but when trying to shift examine the luminescent battery's charge, it says the tree is almost empty although the tree is full. Here are some screenshots showing what I mean. I am using all the latest versions of your mods (V15)
The wheel on the tree is not really useful in it's own. I'm not even sure if it indicates if the stage of leaves is "full" of lumens or if it's just showing if it's at max capacity. It might not be a bug, or it may be. So we'll have to see.
Hi everyone. I'm having a very odd bug, which I'd like to know more about:
I have an RFtools dimension where I have placed a solar power plant that supplies most of my power, routed through several world rifts. When I start up my server, it starts spamming messages of this kind:
once per tick (!!!) for all bevel gears, dynamometers, rotational dynamos and shaft junctions (may be more, but no gearboxes are affected) connected to the solar power plant, which means almost all of those I have. This error messaging costs me about 25 ms of tick time utilization. The odd thing is this: once I enter my RFtools dimension to check on the power plant, the error messages vanish, they don't resume when I go back home, and my tick time utilization goes down by 25 ms. The log says this:
[23:28:02] [Server thread/WARN] [Waila/]: mcp.mobius.waila.addons.thermalexpansion.HUDHandlerIEnergyHandler.getNBTData:73
[23:28:02] [Server thread/WARN] [Waila/]: Catched unhandled exception : [class Reika.ChromatiCraft.TileEntity.Transport.TileEntityRift] java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
[23:28:05] [Server thread/TRACE] [farseek.core/]: Removing method with client-only net.minecraft.client parameters or return value: chylex/hee/mechanics/misc/Baconizer.mobTexture
[23:28:34] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
[23:29:01] [Server thread/DEBUG] [NotEnoughItems/]: Sending serverside check to: Ieldra
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for ExpandedRedstone. Hash: E4CA8BFAF867D7AAD321CBB628D574EBD5136C2F4F3095D1380318C4E75B8A94
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for ElectriCraft. Hash: 0E49DFD026EAE7391CA4169CBF671AB66B3620F5734C7B299D30B88E7A3B6849
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for DragonAPI. Hash: 73B15B8E72790103518CE4F84959589DB2392ABA22E53FDB88FC08F37E5FE094
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for VoidMonster. Hash: 5B20E503BD53DFB31087A2E3962BF8F5A7AA173AA5182CFD0F583CF964DF46AD
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for ReactorCraft. Hash: 45A1D47E07707067FC4D0228F58FC3E69EEA3CAFD009E01F3B3C8E60E8619DE5
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for ChromatiCraft. Hash: EBFD3830885F4A05B9A0C681E4A97096E63B1605EC08B9DF883DA534DD6C4A76
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for RotaryCraft. Hash: 364E4C7ABDF937ADBFD19EAF5E55F4EB8D4BB19C918E2A24FFD8E83BBD93939D
and then everything is ok. All affected blocks are chunkloaded, and this is still v14d since my modpack's latest update is still in testing.
Is there anything I can do here except visiting my RFtools dimension every time after I restart the server? It's easily circumvented, but it - forgive the pun - bugs me.
BookerTheGeek, I recommend you read Reika's rules on modpacks to see what is allowed/what you need to agree to.
https://sites.google.com/site/reikasminecraft/pack-permissions-and-rules
"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
The I agree was at the bottom of the page, just checked now. Apologies if I didn't read to the last letter. The 6 rules were in a completely different part of the page. I would have used official versions, wouldn't have claimed any credit, wouldn't have profited, would not have modify anything in your mods, or rehosted them. And my users would not have been permitted to reupload and distribute the pack (although, would that allow me to have a github page for my pack)
However, since getting the mod, I found the issue was not with potion ID space, but that witchery simply didn't like IDS over 127, even if the array was extended. So, I no longer require the mod for the modpack.
Thanks for replying quite quickly though, back when a certain modder required permission requests I sent him one and he still hasn't replied :p. However, the license for his mods have since changed to AGPLv3.
Just a question, why do you keep your mods under a license that requires permissions for modpack distribution? Is it because of the traffic from issues related to mod conflicts and not the mod itself? Since your mods are on curse though, I believe they are allowed for curse modpacks as per their terms when you upload a mod. What made you decide to allow open distribution through curse?
.................. .
Pretty sure you still need pack permissions, even for Curse packs.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Ive been told by other mod authors that in order to upload anything on curse you consent to its distribution on the curse platform.
.................. .
The answer to both of these are very similar.
For modpack rules, I require that pack developers get permission to both prove some modicum of willingness to expend effort and basic reasoning skills - someone unable or unwilling to read 6 rules is going to be incredibly incompetent - as well as explicitly agree to rules that prevent them from inadvertently causing issues. This used to be far more of an issue before I had the rules with people selling access to mods, or breaking them with third-party mods, or claiming they were part owner, or openly allowing users to reupload the pack (and cause 72 copies of different versions to be publicly available).
When it comes to updating, most people play old versions because they cannot be bothered to update (hence my notification system), and half of them, in particular modpack players, tend not to even know something is out of date. On top of that, I have seen firsthand cases where people try to download an old version to avoid later balancing or because they are too dim to realize that v23 and v19 are not different mods (things like "but Monster has v19! I want v19!" "Where's the rotarycraft download? All I see is some v23 thing!" used to be daily occurrences).
Both of these things used to cause two main problems (or, at least, still do, but much less so since I made old versions unobtainable and annoying, and since I enforced stricter modpack rules).
One, they endlessly waste my time with spurious bug reports. Few people actually say what version they are using, and many will even lie if they know that giving their actual version will see their bug report summarily rejected. On top of that, there have been several cases where they complained about a bug I had recently fixed but where I either thought I had failed to fix it or had re-emerged somehow. Cases like that usually waste over an hour each.
Second, most invariably mouth off somewhere on the internet about an old issue - balance, performance, bug, or otherwise - that they immediately blame on me "being a crappy coder" or "a moron who doesn't understand balance", and it ends up perpetuating an echo chamber of "this mod is laggy/unbalanced/unstable/etc". If you have been around this long, remember how RotaryCraft used to have a reputation for being incredibly overpowered and a "griefer's dream"? You can credit that to people like this. Or this. Or this.
Breaking a mod by modifying it - which is the biggest reason I started having modpack rules - achieves the same result, either outright crashes or just balance problems.
Remember, people like this are, if perhaps not the majority, a very significant fraction.
And I have been told otherwise by Curse themselves, as it was one of the reasons I was refusing to use it for so long.
Also, the problem Witchery has with IDs over 127 is a vanilla bug....that DragonAPI also fixes.
Reika, you are my hero XD
"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
Reika,
Other Mods do not seem to have the same level of issues you described where older versions are concerned (although maybe they do and just deal with it). I can understand the frustration in dealing with false bug reports and you have my condolences as I am sure that you still have to deal with them to some extent. I can't say I agree with your solution's to these issues; however, I do understand them and your reason for using them. I am positive that the community at large appreciates your efforts even if there are a significant few that are ungrateful and undermine your efforts as well as a significantly larger number that are to ignorant to have any clue as to whats going on and wonder "why don't things just work".
Although there may be a conversation somewhere that I missed, I had not previously found compelling comments regarding old versions previously. Either they were people that just kept asking for older versions, or someone who just flamed you for not providing them (which you generally responded in kind). I personally prefer to settle on a version where I am ok with the bugs that exist rather than constantly upgrading (and I don't complain about bugs in older versions). At any rate, thank you for providing a real answer, I appreciate it.
I humbly request permission to include some of your mods in two of our pack:
Hypovolemia: Ownership of this pack belongs to the MyM network. If personal ownership is required it can be provided.
Cutting Edge: Ownership of this pack belongs to the MyM network. If personal ownership is required it would belong to me.
Notification of approved pack name change:
Modpack Permissions
In addition public packs must obey the following:
The pack must not use external mods to significantly change the way my mods work, such that a guide for the default setup would be misleading or useless for the pack (or vice versa), or that the mods' tech trees, if applicable, are radically altered, or that features are missing. This includes the use of MineTweaker and other similar tools to remove recipes or items! Config options native to the mod are of course free to be modified.
Special rules for RotaryCraft, its addons, and ChromatiCraft:
Google fails me. What triggers the Ominous Constructions part of progression? I've looted a few fountains and a box with spawners, triggered TNT's here and there, it doesn't seem to be it. Can't see anything of interest anywhere around those and higher above seems to be just lava rivers
I think the force field is not working.I can shoot an arrow through the force field but the arrow bounce off of anywhere when I shoot the arrow inside the force field.
Heksel, you have to keep exploring, there are several different structures to find
"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
You need to explore the structures *thoroughly*.
There are five structures, correct?
I've found:
Lava Wells (small, single chest, tnt trapped)
Bedrock Mazes (blazes and pigmen, single chest)
Portal Shrine (nether portal, secret room, possibly broken redstone mechanism?)
Unstable Labyrinth (cracked walls, tnt, lava, 5 chests, fire resistance required?)
Nether Cube (contained miniature nether, ghast/blaze/magma cube spawners, one chest?)
I've also noticed some things in these structures that may not be behaving correctly:
In the nether portal structure, how is the redstone puzzle supposed to be solved? I had to break it open to make it work.
The ghast spawner in the mini-nether goes insane if you're close enough, constantly spawning ghasts. The fastest spawner I've ever seen. Even in peaceful, it's trying really hard to spawn one. Also, the blazes keep spawning in the walls, and never in the hallway where the chest is.
Is there any way through the 5-chest one without fire resistance, or do I actually HAVE to go through the lava?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Ieldra2, Zsashas, thank you, i've ran far and wide but only found wells, mazes with blaze\pigmen and those unstable ones with lava. Apparently, it's luck that fails me so far, then.
Could you help me with understanding Repeaters then? The only one i can make so far is Lumen Repeater, hopefully nothing got messed up and it really requires wood log beneath it as Structures article shows. Line of sight and it's work distance all taken into consideration but i don't see it reacting in any way or triggering Lumen Harnessing achievement, just displays some janky puncture lines sometimes and that's about it.
I guess i need to connect it to something that would actually harness said lumens from them? i don't really know though what would do the trick
Ok, what do I have to do to get this to work? I'm trying to do the Pylon Surge Protection ritual, but I can't activate it. I select it in the table, and the Manipulator shows a yellow dot in an empty progress circle when I hold it and look at the table. I have Lumen Pylons (the ones with logs) in chains all the way to Kuro, Karmir, and Kitrino Pylons, and the dotted lines show they are all close enough.. Why won't this WORK?!
I even tried gathering the amount of Lumens stated in the book into my internal storage from secondary pylons, so I wouldn't deplete my main ones, but that obviously isn't it.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Zsashas, Do you have the proper Ritual structure built? and is there good line of sight from the lumen repeaters to the ritual table?
And Heksel, try doing the pylon surge protection ritual, or maybe a lumen relay source connected to a lumen repeater.
"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
Reika, I seem to have found a minor bug. There isn't any gameplay issues with the enhanced lumen tree and when you look at the battery with the manipulator it shows the battery is full properly (I have 153,665,000 Lumens on all colors), but when trying to shift examine the luminescent battery's charge, it says the tree is almost empty although the tree is full. Here are some screenshots showing what I mean. I am using all the latest versions of your mods (V15).
"The most exciting phrase to hear in science, the one that heralds the most discoveries, is not "Eureka!" but 'That's funny..." - Isaac Asimov
"To raise new questions, new possibilities, to regard old problems from a new angle, requires creative imagination and marks real advance in science." - Albert Einstein
You haven't ever done redstone before, have you? You need a block that is affected by gravity and put it in both of those holes on the sides near the portal.
Reika probably made the spawner work faster (not sure if possible but probably is). Spawners will try to spawn things in peaceful too but just fail. The Blaze thing could potentially be fixed but it'd still spawn outside of the box due to vanilla spawner mechanics.
The wheel on the tree is not really useful in it's own. I'm not even sure if it indicates if the stage of leaves is "full" of lumens or if it's just showing if it's at max capacity. It might not be a bug, or it may be. So we'll have to see.
I'm the best kind of weeb trash.
Built exactly as the book says, and placed the Ritual Table last. And I think I have more than enough Lumen Repeaters...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Hi everyone. I'm having a very odd bug, which I'd like to know more about:
I have an RFtools dimension where I have placed a solar power plant that supplies most of my power, routed through several world rifts. When I start up my server, it starts spamming messages of this kind:
[21:03:55] [Server thread/INFO] [FML/]: DRAGONAPI:
[21:03:55] [Server thread/ERROR] [FML/]: DRAGONAPI ERROR: Tile Entity Dynamometer @ DIM0: 3914, 62, 4422 [SERVER] is throwing class java.lang.NullPointerException on update: null
[21:03:55] [Server thread/INFO] [STDERR/]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.lang.NullPointerException
once per tick (!!!) for all bevel gears, dynamometers, rotational dynamos and shaft junctions (may be more, but no gearboxes are affected) connected to the solar power plant, which means almost all of those I have. This error messaging costs me about 25 ms of tick time utilization. The odd thing is this: once I enter my RFtools dimension to check on the power plant, the error messages vanish, they don't resume when I go back home, and my tick time utilization goes down by 25 ms. The log says this:
[23:28:02] [Server thread/WARN] [Waila/]: mcp.mobius.waila.addons.thermalexpansion.HUDHandlerIEnergyHandler.getNBTData:73
[23:28:02] [Server thread/WARN] [Waila/]: Catched unhandled exception : [class Reika.ChromatiCraft.TileEntity.Transport.TileEntityRift] java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
[23:28:05] [Server thread/TRACE] [farseek.core/]: Removing method with client-only net.minecraft.client parameters or return value: chylex/hee/mechanics/misc/Baconizer.mobTexture
[23:28:34] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
[23:29:01] [Server thread/DEBUG] [NotEnoughItems/]: Sending serverside check to: Ieldra
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for ExpandedRedstone. Hash: E4CA8BFAF867D7AAD321CBB628D574EBD5136C2F4F3095D1380318C4E75B8A94
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for ElectriCraft. Hash: 0E49DFD026EAE7391CA4169CBF671AB66B3620F5734C7B299D30B88E7A3B6849
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for DragonAPI. Hash: 73B15B8E72790103518CE4F84959589DB2392ABA22E53FDB88FC08F37E5FE094
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for VoidMonster. Hash: 5B20E503BD53DFB31087A2E3962BF8F5A7AA173AA5182CFD0F583CF964DF46AD
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for ReactorCraft. Hash: 45A1D47E07707067FC4D0228F58FC3E69EEA3CAFD009E01F3B3C8E60E8619DE5
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for ChromatiCraft. Hash: EBFD3830885F4A05B9A0C681E4A97096E63B1605EC08B9DF883DA534DD6C4A76
[23:29:04] [Server thread/INFO] [FML/]: DRAGONAPI: Player Ieldra passed hash check for RotaryCraft. Hash: 364E4C7ABDF937ADBFD19EAF5E55F4EB8D4BB19C918E2A24FFD8E83BBD93939D
and then everything is ok. All affected blocks are chunkloaded, and this is still v14d since my modpack's latest update is still in testing.
Is there anything I can do here except visiting my RFtools dimension every time after I restart the server? It's easily circumvented, but it - forgive the pun - bugs me.