• 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Is there a mod that adds Immersive Engineering cables for Electric Craft?

    Posted in: Minecraft Mods
  • 0

    posted a message on Need help creating MinetweakerScript to remove crafting of nuggets, ingots and blocks of metals into each-other using oreDict.

    I made huge changes to the script after realizing that the syntax, field and methodNames for "old" MineTweaker and CraftTweaker are very different...

    the loops aren't nested anymore either, instead i'm collecting the oreDictEntries for the nuggets, before going to the ingots loop etc.


    new script:


    import crafttweaker.oredict.IOreDict;
    import crafttweaker.oredict.IOreDictEntry;
    import crafttweaker.item.IItemStack;
    import crafttweaker.recipes.ICraftingRecipe;
    import crafttweaker.item.IIngredient;
    
    //=================================================================================
    //Remove nugget<->ingot<->block recipes
    var nuggets = [] as IOreDictEntry[]; 
    var ingots = [] as IOreDictEntry[];
    var blocks = [] as IOreDictEntry[];
    var recipeResult  as IItemStack;
    //var tmpRecipe as ICraftingRecipe;
    var recipeInput = [[],[],[]] as IItemStack[][];
    var flag = false;
    val emptySlot = null as IItemStack;
    
    val emptyRecipesNames = [
    	"armordye",
    	"bookcloning",
    	"mapcloning",
    	"fireworks",
    	"repairitem",
    	"tippedarrow",
    	"bannerduplicate",
    	"banneraddpattern",
    	"shielddecoration",
    	"shulkerboxcoloring",
    	"map_pinning"
    ] as string[];
    
    
    for entry in oreDict {//get all nugget oredict entries
    	if entry.name.startsWith("nugget"){
    		nuggets += entry;
    		print("found nuggets: " ~ entry.name);
    	}
    }
    for tmpRecipe in recipes.all {//get all the ingots that can be crafted with the nuggets*9 and remove nugget<->ingot recipes.
    	if(!(emptyRecipesNames in tmpRecipe.name)){
    		print("RecipeName: " ~ tmpRecipe.name);
    		recipeResult = tmpRecipe.output;
    		for oreEntry in nuggets {
    			for thing in oreEntry.items {
    				recipeInput = tmpRecipe.ingredients2D;
    				flag = true;
    				while (flag == true){
    					for i in 0 to 2 {
    						for j in 0 to 2 {
    							if (recipeInput[i] != null){
    								flag = flag & (recipeInput[i][j].matchesExact(thing));
    							}
    							else{
    								flag = false;
    							}
    							
    						}
    					}
    				}
    				if(flag){
    					recipes.removeByRecipeName(tmpRecipe.name);
    					print("recipe removed: " ~ recipeResult.displayName ~ " -> 9x " ~ thing.displayName);
    					recipes.removeShapeless(recipeResult,[thing,thing,thing,thing,thing,thing,thing,thing,thing]);
    					print("recipe removed: 9x " ~ thing.displayName ~ " -> " ~ recipeResult.displayName);
    					for entry in recipeResult.ores {
    						if (entry.name.startsWith("ingot")){
    							ingots += entry;
    							print("found ingots: " ~ entry.name);
    						}
    					}
    				}	
    			}	
    		}
    	}
    }
    /* for tmpRecipe in recipes.all {//get all the blocks that can be crafted with the ingots*9 and remove ingot<->block recipes.
    	if(!(emptyRecipesNames in tmpRecipe.name)){
    	print("RecipeName: " ~ tmpRecipe.name);
    		recipeResult = tmpRecipe.output as IItemStack;
    		for oreEntry in nuggets {
    			for thing in oreEntry.items {
    				recipeInput= tmpRecipe.ingredients1D as IItemStack[];
    				flag = true;
    				for i in 0 to 9 {
    					flag = flag & (recipeInput[i].matchesExact(thing));
    				}
    				if(flag){
    					recipes.removeByRecipeName(tmpRecipe.name);
    					print("recipe removed: " ~ recipeResult.displayName ~ " -> 9x " ~ thing.displayName);
    					recipes.removeShapeless(recipeResult,[thing,thing,thing,thing,thing,thing,thing,thing,thing]);
    					print("recipe removed: 9x " ~ thing.displayName ~ " -> " ~ recipeResult.displayName);
    					for entry in recipeResult.ores {
    						if (entry.name.startsWith("block")){
    							blocks += entry;
    							print("found blocks: " ~ entry.name);
    						}
    					}
    				}	
    			}	
    		}
    	}
    }
    
     */
    
    //sanity check:
    print("nuggets: ");
    for entry in nuggets{
    	print("-" ~entry.name ~ ":");
    	for thing in entry.items {
    		print("--" ~ thing.displayName);
    	}
    }
    print("ingots: ");
    for entry in ingots{
    	print("-" ~entry.name ~ ":");
    	for thing in entry.items {
    		print("--" ~ thing.displayName);
    	}
    }
    print("blocks: ");
    for entry in blocks{
    	print("-" ~entry.name ~ ":");
    	for thing in entry.items {
    		print("--" ~ thing.displayName);
    	}
    }





    I managed to filter out the "empty" recipes by checking for their names, but empty spaces in the recipes are still causing problems for me...

    Posted in: Mod Packs
  • 1

    posted a message on 1.7.10 Modpack Newbie Question

    Sure, no problem.

    I'm not at all suprised you had lag spikes with only 1Gb allocated when playing modded.


    Concerning squids, i had a bug/glitch where squids would spawn in small ponds below plains (3-5 blocks down), get suffocated because of a mod that made it possible to walk up natural terrain without jumping, and their drops would then appear on top of the grass, giving the impession that sqiuds had spawned in the air and dropped to their deaths.

    Posted in: Mod Packs
  • 1

    posted a message on 1.7.10 Modpack Newbie Question

    Im pretty sure it should run without a problem.

    I have a 10+year old computer:


    IntelCore 2 Quad CPU Q9400 2.66GHz (running at 3.2GHz)

    8Gb ram 1600MHz

    Geforce GTS 450 (4Gb Vram)

    running minecraft from an HDD


    and i can run this humongous modpack:

    dungeons-dragons-and-space-shuttles

    although with stuttering, since i "only" have 8Gb ram, and am using my SSD as a buffer.


    so your computer should handle it with ease.

    if you are launching the modpack from an SSD, and the difference in access and writing speed should be noticable.

    Having a higher render distance and/or using shaders will obviously be taxing. duh...

    Posted in: Mod Packs
  • 1

    posted a message on 1.7.10 Modpack Newbie Question

    Everything runs normal when internet is back.



    I only update mods if the changes are relevant to me.

    Some changes can be bug-fixes, added compatibility etc, so checking from time to time might pay off, but you dont have to change a winning team, right?

    if updating requires a newer forge version, i tend to think twice, since some changes can break mods.

    Typical case of try and error.


    I'm currently recreating my 1.7.10 modpack in 1.12.2, since AdvancedRocketry and other good mods has been moved to 1.12, and many interesting features have been added, but that doesnt keep me from playing or making tweaks to my 1.7.10 pack. It's just 2 different packs at this point.

    The changes to Vanilla are also a big reason, but not having ReactorCraft, LanteaCraft, Mariculture and IntegratedCircuits in 1.12 is pretty sad.

    Posted in: Mod Packs
  • 0

    posted a message on Installing Modpacks Manually?

    When i download a modpack, i create a new "instance" for minecraft, then manually put in all the server files and then the client files, since i always play single-player.

    I havent encoutered any problems or bugs so far, but i dont know if this is a fail-safe methods or even the correct way.

    Posted in: Mod Packs
  • 1

    posted a message on 1.7.10 Modpack Newbie Question

    I very much doubt it, but i cant guarantee it either.

    I've never encountered such a thing, nor have i heard of it, if anything my modpacks fail to start if my internet connection is broken. :P

    Posted in: Mod Packs
  • 0

    posted a message on Possible to add mods to modpacks in a separate folder?

    If you make a folder inside the "mods" folder, named after the MC-version (eg: "1.12.2"), the mods inside will be loaded together with the mods from the "mods" folder. all other subfolders will be ignored.

    There are howether mods (eg: chickenASM), that auto-download into those version folders.

    Posted in: Mod Packs
  • 0

    posted a message on 1.7.10 Modpack Newbie Question

    It shouldn't break anything, since no mods (to my knowledge) auto update.

    Dont update your forge version and it should work just fine.

    Worst case, you can just make backup of your entire modpack before reconnecting.

    Posted in: Mod Packs
  • 0

    posted a message on Dungeons, Dragons & Space Shuttles [Highly Customized Adventure & Expert Modpack [299+ Mods, 1750+ Quests]

    Awesome!

    I'm currently trying to make my own modpack, and the idea behind it is really similar, except that i am trying to create 2 "progression-lines", one technical, one magical, and i'm using Advanced Rocketry as my space-exploration mod. As a KerbalSpaceProgramm player i just cant overlook the modular rockets from AR. It also adds several multiblock machines that can be used to make factorio like poduction chains.

    I'm just curious but, is there a particular reason why you are using galacticraft?

    Posted in: Mod Packs
  • 0

    posted a message on Need help creating MinetweakerScript to remove crafting of nuggets, ingots and blocks of metals into each-other using oreDict.

    Hello,

    I'm trying to force the players to use the tinkersConstruct smelter for making blocks, ingots and nuggets for all metals, by removing the regular 3x3 recipes.


    I havent found a mod or script that would accomplish this, so if there is, please tell me.


    I was thinking of using a MineTweakerScript to check all oreDict entries for (string)"nugget", since there are a lot of non-metal blocks and even a few non-metal ingot entries in my modpack's oreDict, but the nuggets seem to be fine.

    Then search for the recipes that have the nugget as output, and repeat for the recipes of ingot to block.

    I am using the "UniDict" mod, and i dont know exactly what it does(in technical lingo) or if this mod acts before or after Minetweaker, which might be an issue.


    pseudo-script/wip-draft:


    ArrayList recipes = (ArrayList) CraftingManager.getInstance().getRecipeList();

    // these might not be necessary

    ArrayList nuggets = {};

    ArrayList ingots = {};

    ArrayList blocks = {};

    int iNuggets =0;

    int iIngots=0;

    int iBlocks=0;


    for entry in oreDict{

    (string)entry_name=entry.getName();

    if entry_name.contains("nugget")){ //dont know if this string.contains exists, but you get the idea.

    nuggets [iNuggets] = entry.item:

    iNuggets += 1;

    for (int scan = 0; scan < recipes.size(); scan++){
    IRecipe tmpRecipe = (IRecipe) recipes.get(scan);
    ItemStack recipeResult = tmpRecipe.getRecipeOutput();
    for item in entry.items {
    if (ItemStack.areItemStacksEqual(entry.item, recipeResult)){


    //check if the input.name has "ingot"...if not: break;

    ingots[iIngots] = (itemStack)theAboveIngot;

    iIngots += 1;

    recipes.remove(scan);

    recipe.removeShapeless(theAboveIngot, entry.item, entry.item, entry.item, entry.item, entry.item, entry.item, entry.item, entry.item, entry.item);


    for (int scan = 0; scan < recipes.size(); scan++){
    IRecipe tmpRecipe = (IRecipe) recipes.get(scan);
    ItemStack recipeResult = tmpRecipe.getRecipeOutput();
    for item in entry.items {
    if (ItemStack.areItemStacksEqual(theAboveIngot, recipeResult)){


    //check if the input.name has "block"...if not: break;

    blocks[iBlocks] = (itemStack)theAboveBlock;

    iBlocks += 1;

    recipes.remove(scan);

    recipe.removeShapeless(theAboveBlock, theAboveIngot, theAboveIngot, theAboveIngot, theAboveIngot, theAboveIngot, theAboveIngot, theAboveIngot, theAboveIngot, theAboveIngot);
    }

    }

    }

    }

    }

    }

    //sanity check:

    System.out.println("number of nuggets: "+iNuggets)
    System.out.println("number of ingots: "+iIngots)

    System.out.println("number of blocks: "+iBlocks)


    Thats what i managed to cobble together by searchin the web, the most important parts are missing since i'm pretty much a noob in ZenScript, and all the methods provided by forge and the datatypes they work with, but i'm hoping some of the more experienced modPack creators out there could help me out.

    Posted in: Mod Packs
  • To post a comment, please or register a new account.