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    posted a message on Dr. Cyano's Wonderful Wands and Wizarding Robes

    Now updated to Minecraft 1.9!

    DrCyano's Wonderful Wands & Wizarding Robes v2.0.0


    This version also adds 4 new wands: Wand of Webbing, Wand of Levitation, Wand of Tunneling, and the Wand of Rails.


    Plus I finally fixed the floating hat bug. you can now sneak without your hat defying gravity.


    EDIT: @I_am_Q: I use linux as well. If you are on a RedHat type system (with .rpm packages), then you can just download the .rpm from Oracle's website and it should just work (I've never had problems with it). On a Debian type system like Ubuntu or Mint (with .deb packages), there's the oracle-java8-installer package to do the grunt-work for you, but for Minecraft, you can simply extract the oracle java .tar.gz file to wherever you want and then use the profile editor in Minecraft to make it use the java binary in the extracted folder (you don't need to actually install java into your OS to use it in Minecraft).

    Posted in: Minecraft Mods
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    posted a message on Electric Advantage: Light-up your world with electricity!

    The battery indicators work, but lead acid batteries hold the least amount of energy, so the whole array might drain and recharge very quickly.


    As for choosing where the power goes, it's a bit random. There's a priority system, so machines are served before storage, and I think that the machines asking for more energy might come before those requiring less, but I don't remember for sure. Anyway, the crusher is a real power hog, so I like to add a coal-fired boiler and steam-powered electric generator so that I can supplement with coal when I have a huge load to process (kinda like real life).

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    I don't know which one is the farm house either.


    Different note, I pushed some mod updates. Lootable Bodies is now available for MC 1.9, and I updated Power Advantage and Minecraft Mineralogy with minor bug fixes.


    Next week, I'll try to update Wonderful Wands to MC 1.9, and then Minecraft Mineralogy after that.

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals

    In the absence of more complicated mods, you are correct that disabling vanilla ore gen in Base Metals will cause Base Metals to handle just Base Metals and Vanilla ore gen because most mods don't check the ore gen in the event bus to be cancelled. That's a bug, but it's a common one that works in your favor.


    Mods that do everything properly as intended by the authors of Forge will have their ore gen disabled alongside the vanilla ore gen, and possibly other forms of world generation as well if they do other stuff using an ore gen event hook.


    Some mods might try to enforce rules on other mods (imagine a mod that forces you to go to another dimension to find iron) and do some ore-gen disabling of their own. Here, things get a little dicey. Ironically, I forgot to check for event canceling in Base Metals ore gen (I probably should fix that), so it will go even if another mod tells it to stop. Maybe this is confusing TC into thinking that it should retro-gen chunks every time they load.

    Posted in: Minecraft Mods
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    posted a message on Dr. Cyano's Wonderful Wands and Wizarding Robes

    Update java to java 8. That should fix it.

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    I got rid of customized villagers in the latest update of Base Metals. I think that villagers spawn with specific buildings in Minecraft 1.9, so if your village doesn't have a library or farm house, then no librarians or farmers.

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals

    @Zohar101: The only thing that could cause ore generation problems when mixing Base Metals with another mod is if you set Base Metals to disable vanilla ore gen. That would also disable ore gen by some mods (ones that check if their ore gen was canceled), not affect others, and possibly cause some mods to repeatedly retry the entire orespawning queue because they didn't detect the cancelled ore generation. I'd love to get some input from someone on the TC team to see if I'm doing anything in Base Metals that causes problems for them.


    As for fertilizer, that is part of the Minecraft Mineralogy, which will be updated to 1.9 in a few weeks.


    @MutantRoosta: Blacklist the bucket from recycling in the config file. Making a separate bucket item for every metal is way too much trouble for me to implement. If Geocomo adds its own copper and tin to the game and then rejects the use of those metals from other mods, then I'd ask the author of Geocomo whether that is the intended behavior.

    Posted in: Minecraft Mods
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    posted a message on Electric Advantage: Light-up your world with electricity!

    The best thing to do is put a battery array in the loop so you can see how much energy excess energy you have available. Also note that each slot in a machine consumes energy, so an arc furnace smelting 3 stacks at a time uses 3 times as much power.


    A machine that has insufficient power to function will say ON but tends to flicker between the active and idle states.


    As for power indicators, I'm opening to adding that, but only in a visual format (no text). What kind of visual indicator would make the most sense to you?

    Posted in: Minecraft Mods
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    posted a message on Dr. Cyano's Lootable Bodies: Save your inventory on a lootable body

    Update to Minecraft 1.9!

    https://github.com/cyanobacterium/DrCyanos_Lootable-Bodies/releases/tag/v2.0.0


    I re-made this mod from the ground up. It should have a lot fewer compatibility issues going forward. Note that your existing corpses will disappear if you update your world from 1.8.9 to 1.9 (sorry, but it was necessary).

    Posted in: Minecraft Mods
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    Yup, me too. I was pleasantly surprised that all of the Base Metals metals seem to be supported, including plates.


    Is it purely coincidental that the metal plates from all of the mods look roughly the same? I swear that I was just making up my metal plate texture from scratch when I added metal plates to Base Metals.

    Posted in: Mods Discussion
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    posted a message on DrCyano's Base Metals

    Is it JUST Base Metals copper or all copper items added from other mods not working?


    The way I create the metal items in Base Metals (i.e. using iterators), they should either all work or all not work, so if only some of the metals are not working, I think it is the same bug in the other mod that HydrauliCraft had.


    Maybe some mods expect you to use MineTweaks or other customization tool to remove all but one version of a particular item. Doing that defeats the purpose of having the Ore Dictionary.

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    Is JEI not working? Actually, the recipe diagram might not make it clear that you have to drop the potatoes on the ground to smash them with the hammer by right-clicking them (I failed to think of a pictoral way of describing this process in the recipe screen).

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals

    Yes.


    All ores are in the Ore Dictionary as oreXxx where Xxx is the name of the metal (capitalized first letter). Ingots are registered as ingotXxx, plates as plateXxx, nuggets as nuggetXxx, blocks as blockXxx, and bars as barsXxx. In addition, all bars are also registered in the ore dictionary as bars, and I think I did that with doors too, but I can't remember for sure.

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    Here it is! The moment you've all been waiting for!


    The Steam/Electric/Power Advantage 1.9 triple-update!

    Power Advantage v2.0.1

    Steam Advantage v2.0.1

    Electric Advantage v2.0.1


    In addition to updating to 1.9, these updates include cross-compatibility with the Tech Reborn mod and I upped the dig area of the Laser Drill again (now 3x3)


    EDIT: Oops, I shipped Power Advantage 2.0.1 with a broken Tech Reborn EU transformer recipe. Fixed in Power Advantage v2.0.2

    Posted in: Minecraft Mods
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    Steam/Electric/Power Advantage 1.9 triple-update!

    Power Advantage v2.0.1

    Steam Advantage v2.0.1

    Electric Advantage v2.0.1


    I now have compatibility working with Tech Reborn in addition to the RF-based mods (e.g. Progressive Automation). Note that Tech Reborn machines do not allow their inventory to be taken by vanilla hoppers or P.A. conveyors (appears to be a deliberate decision by mod author)


    EDIT: Oops, I shipped Power Advantage 2.0.1 with a broken Tech Reborn EU transformer recipe. Fixed in Power Advantage v2.0.2


    I had to update Forge to Build 1859 to make JEI happy, but here's my tech mod-pack so far:

    • PowerAdvantage_1.9.0-2.0.1.jar
    • pressure-1.3.1.12-mc1.9.jar
    • ProgressiveAutomation-1.9-1.6.38.jar
    • Rarmor-0.5.1.jar
    • RealisticTorches-1.9-1.5.4.jar
    • RebornCore-1.9-2.0.4.46-universal.jar
    • refinedstorage-0.5.5.jar
    • rftools-1.9.0-4.23beta41.jar
    • SteamAdvantage-2.0.1.jar
    • TechReborn-1.9-1.0.4.143-universal.jar
    • TSON Craft 2.4.0.jar
    • AdditionalLootTables_1.9-1.02.jar
    • BaseMetals_1.9-2.1.1.jar
    • bdlib-1.11.0.13-mc1.9.jar
    • Bookshelf-API-1.9-3.0.4.jar
    • ElectricAdvantage-2.0.1.jar
    • enderutilities-1.9-0.5.1.jar
    • generators-0.9.20.6-mc1.9.jar
    • HighEnergetics-v.0.0.1-mc1.9.jar
    • IA T0.1-068.jar (Industrial Age)
    • jei_1.9-3.2.10.185.jar
    • mcjtylib-1.9.0-1.8.1beta14.jar
    • MCMultiPart-1.1.1-universal.jar
    • ModularSystems-1.9-3.0.2.jar
    • OAReborn-1.9-2.0.3.0.jar
    • planttech-1.4.0 - 1.9.jar
    Posted in: Mods Discussion
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