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

    Vanilla protection? It should appear fine.


    Must be a mod interaction. I also get this - "Protection" missing from the list of the Chromatic Enchanter - in my private pack, but it doesn't appear with only ChromatiCraft.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Riyshn»
    div class="quote-body">

    I love Chromaticraft, but at times the imprecise documentation leaves a lot of questions of "am I doing this wrong, or is it a bug?".

    ....


    I've "completed" the mod (rebuilt the Monument and obtained the Aura Locus), and still have yet to find a single Unknown Artifact. I've tried everything that makes sense with the hints I've seen Reika give (looked around pylons, data towers, villages.


    ...

    Couple things with the Casting Delegate.

    ...

    (Also, though the Infusion Stand will accept fluid connections now, it doesn't seem to actually... accept fluids.)

    ...

    I'm actually more surprised the other ones did work. What I suspect is happening is the items aren't being dropped in by you, so the game doesn't have your progression data to confirm that the craft is allowed to happen.




    Yeah, I've had the same problem with the documentation. I don't think there's another mod where I have asked myself so often "Am I doing this the wrong way or is there a bug?"

    As for unknown artifacts. I found some by chance. It appears that if you're in an area long enough, any existing artifacts will accounce their presence with white particle effects at the surface, and you'll find them if you dig down from there with a tolerance of one block horizontally. You may have to hold the elemental manipulator to see the effects. I've also read that your avatar will be surrounded by purple particle effects if an artifact is nearby, and I vaguely recall this having been the case. I don't know the range of either, it might've been 32 blocks.
    What I don't know if what you can do with the artifacts. I got a new recipe for a shielded cell for AE2, apparently to safely store the artifacts, but I've rather played it safe and kept them in a chest so far.

    The casting delegate: I ran into the same problem with the Insertion Focus, and found that you can pull crafted items out with a hopper placed under it. I haven't tried other extraction methods yet - would prefer something faster - but for now I can get crafted items back into the AE2 system. Haven't tried recursive crafting as yet.
    What I'd like to know is what the two icons on the right of the selection box (the one with the up/down arrows) are for. Also, can you select an item to be crafted from NEI? I can use a sample, but that doesn't help with things of which you don't usually keep samples, such as energized cores.

    I didn't know the infusion stand accepts fluid connections. I've always refilled the pool with a liquid spiller so far. Where would you even place the connection? Meanwhile, I have a question about the personal infusion stand: you can put ether berries into it to fuel the infusion process, but I'm also shown an ingot that you can apparently also use for something. I haven't found an ingot that matched the icon, and none of the CrC alloys work. Do you know what that is?


    Thanks for the idea about the chromastones. That might be it. I might have to use the alloying tank then.

    Finally, since you've completed CrC, can you give me a hint about data towers? I never managed to figure out what I had to do after finding the first one. Also, is there a way to make it easier to find the first one? I don't really want to spend more hours on random exploration than I already did.

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

    @Riyshn:

    That sounds like a lot has changed in CrC's late game in the last 18 months. Looking forward to it.


    @all:

    I have encoountered a curiosity. I have automated CrC alloying. Not with the alloying tank - too expensive in liquid chroma - but with standard dropping mechanisms like Item Inserters, and automatic liquid placing with AE2. Everything works really well....except for chromastone. Making chromastone appears to work only if I manually throw the ingredients into the pool. If I use any mechanism, such as an Open Crate from Botania, the ingredients go into the pool and nothing happens. I can even pick them up and throw them in manually, and *then* the alloying will start. Or I can pick them up and put them into a chest from which they're piped into an open crate, and it will again NOT work. I have repeated this several times, and this behaviour is perfectly reproducible.

    So why is that? It's not a big thing since I can autocraft all the ingredients and get them into one place, so what's left is not much of a hassle. I don't need hundreds of chromastones anyway, but I'm peeved that I can't get my automation to work.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Riyshn»



    Has anyone figured out what the 8 runes on the top of the Casting Personalization page are for, or is there a hint anywhere? Only thing that made sense to me to try was replacing the blank stone in the top part of the casting structure, but that just resulted in an invalid structure.


    Not sure if this is intentional design or just an oversight, but getting the wooden Lumen Repeaters to work is really annoying, when you can't ping them to check connectivity. The range halo helps, but also isn't perfectly accurate - I've been seeing it "wobble" by up to 2-3 blocks sometimes.


    I suspect the 8 runes are a transformation of your player UUID. I don't know what you can do with them, though.

    As for the wooden repeaters, just like crystal repeaters they're supposed to show you a dotted line to the next repeater if they're in range. That used to work better in past releases though. The line does not appear if you haven't been near the previous repeater for a time. So if the line doesn't appear, go back to the previous repeater and you'll get it. Having said that, I've long used Bibiocraft tape measures to map out my lumen networks. Takes a little longer, but results in less misplaced runes.


    I would very much like to know the answer to your question about data towers. I had the same problem and never solved it. The long distances between the towers don't help.

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

    I have a question about crystal bees:


    The description says "50% boost from genetic superiority". I have understood "genetic superiority" as "having all the 'super' traits you can collect from crystal bees". However, one of those is "naturalistic" flowering, and the description of the crystal bees also says they require "average" flowering. So, have I misunderstood what "genetic superiority" means or can't crystal bees actually have genetic superiority and still produce their specialties?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Riyshn»

    If I'm reading this right, it looks like you accidentally introduced a Thaumcraft dependency: https://pastebin.com/y7Fa5KPZ




    It's apparently a problem with CoFHCore: https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/2558


    But then, I'd rather like to know how the Practical Engineering pack avoids getting it.

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

    The flower icon only measures the speed up of the altar due to focus crystals, it fills up with blue the more/higher tier you have. I just did /chromaprog maximize all in a creative world and checked the rune layout there since it has changed from previous versions. I'm sure there is a proper way, but technically I haven't cheated in my separate survival world.


    Edit: your problem should be fixed anyway, because after what I did I got the needed fragments and much more


    It seems you need the research level unlocked by the personal infusion research as a prerequisite for personalized casting. At least that's what my research suggests. I'm not there yet, we'll see how it goes. I don't just want to get past this, I want to know how this is supposed to play out.


    I must say there's something unintuitive about the progression, starting with the point where you build the casting temple and the progression event triggered by that, to the point where you can craft crystal repeaters. I've been stuck in ChromatiCraft several times, and apart from dimension puzzles, it was always somewhere around this point. Why, for instance, does crafting an item inserter - a runecrafting recipe - trigger "multicraft" but crafting an excavation star - a casting temple recipe - doesn't? If crafting an item inserter triggers the next level, why didn't the several other recipes of this category I had used? It can't be the crafting xp, that's already at four dots.

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

    So I'm at exactly the same point in progress as you, I may be incorrect but personalized casting should unlock if you hang around your table/place the runes once you get it. For chestclear, I see that there's one ability in the first group I don't have called "collective aura" which sounds like the right one. I also find it strange that the info fragments for the infusion stand/crystal charger aren't unlocking at this point since they used to, but perhaps the change is intended. I'm just hoping that doing personalized casting has the desired result.




    Place the runes, yes....but how do I get the fragment that tells me which runes to place? It looks like there's something I must do in order to trigger it.


    BTW, does this have something to do with that flower icon you see when having the elemental manipulator in your hand?


    Edit:

    The missing ability is dependent on the Twilight Forest if it is installed, but getting it doesn't help with this problem.


    Edit2:

    And after that I got to the next research level by crafting an elemental lamp and an item inserter. No idea why. I could then unlock some more recipes including the infusion stand and the crystal charger. Still no more info about casting personalization.

    Posted in: Minecraft Mods
  • 1

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

    There hasn't been a playthrough of ChromatiCraft where I haven't been seriously stuck at some time......this time it's this:


    I have enough casting XP for the fourth dot to appear. I have a casting temple. I have the following progression entries in row 6:

    *Lumen Storage II: can't do that because I lack the recipe for the crystal charger.

    *Resourceful Experience: can't do that because I lack the recipe for the infusion ring.

    *Refined Transmission: this one I completed (no idea why, actually) but the next one is far down and doesn't show up.

    Then there is one that doesn't show up because it depends on an entry a row above which I haven't completed yet:

    *Personalized Casting: ???


    I haven't the slightest idea what to do here. I tried to apply an ownership expansion key but that didn't work. There appears to be a recipe connected to this which I don't have und which shows up unreadable in NEI. I have scoured my lexicon to find more info, no such luck. I used the ritual table just in case it would unlock something I needed, and that didn't result in anything useful either. I looked for spoilers but all I found was something about placing runes - about which I have no info in my lexicon so it can't be that. Finally, I thought I must look somewhere else and I'm missing a recipe, so I used Chromaprog which told me I am missing an ability "Chestclear" step into "Multicraft", but all ability fragments except those already in the lexicon are unreadable so I'm missing that one legitimately.


    Please help!


    Edit: I also tried to fiddle around with the linker, just in case there was a way to treat my avatar as a construct, but of course you can't right-click on yourself, and regular untargeted right-clicking didn't do anything.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from CornPlanter»

    I'm on 1.26b fresh new world, and I can still craft gearboxes the old way like our grandparents did. In fact its the only way I know, so how do you craft them in a new exciting way with diamond bearings making everything not use up lubricant? :D



    The gearbox crafting recipes haven't changed, only the recipes of some gears. In order to turn a gearbox (must be steel or tungsten alloy) into a "does not use up lubricant" variant, right-click on it with a diamond shaft bearing.

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

    I have to say, testing the spawning of CrC structures in a new pack is annoyingly time-consuming. Perhaps someone can help me with this one:


    I have the problem that in my pack, the Snowy Outpost spawns correctly in the same place, always, in a world with the same worldgen mods and the same seed, but only if I do worldgen normally by walking or flying by, or even when teleporting to the place. However, if I use the chunk pregenerator mod, the terrain is exactly the same except for spawned ore veins (spawned by Condensed Ores). Even villages are the same, except that the Snowy Outpost isn't there. I removed all mods except those that affect worldgen, as well as all structure spawning mods, and the outcome is exactly the same: with pregen, the Snowy Outpost is reliably not there, while if I just teleport there, it is reliably there.


    The thing is, all other overworld structures (excepting data towers where I don't know) reliably spawn regardless of whether it's pregen or not, so what the heck is this?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from user-2495556»

    Hello everyone,


    Thank you Reika for latest release.
    I'm struggling to get my script working again after upgrading to the newest version.


    In the older version to give a 2x gear unit it was:

    RotaryCraft:rotarycraft_item_gearunits:8

    Now in the newer version its:

    RotaryCraft:rotarycraft_item_gearcraft 1 50

    In minetweaker my current line =

    ERROR: loot.zs:04: Could not resolve <RotaryCraft : rotarycraft_item_gearunits : 8> << this because its an old item name
    ERROR: loot.zs:05: Could not resolve <RotaryCraft : rotarycraft_item_gearcraft 1 50> << this because I dont know :D

    What am i doing wrong? Hope someone can help me ^_^

    Erik


    In my game - also the newest version - the name for the 2x steel gear unit is RotaryCraft:rotarycraft_item_gearcraft:2.

    The name for the 2x diamond gear unit is RotaryCraft:rotarycraft_item_gearcraft:50. I haven't tried to use that in scripts so far, but that's what MT tells me. The .... xxx 1 50 you quote appears to me as having a fundamentally wrong syntax for any MC object reference. It looks like a command syntax.

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

    I have a question about a mod interaction: I have Hunger Overhaul in my pack. It has a setting "multiplier for the growth time of crops". Does that affect RotaryCraft's canola plants?

    Also, if I add mods that have mod interaction with ChromatiCraft to a pack, will the newly-available mod interactions be visible in the CrC lexicon in pre-existing worlds? The problem is that it takes a long time to build a CrC setup for testing purposes, even if you use creative mode and commands, so I'd rather not start a new test world after every mod change if the new mod doesn't add worldgen and the only testing I need to do is for conflicts with CrC setups. I'm asking because I vaguely recall crystal bees not showing up after adding Forestry. I didn't keep that world because Forestry adds worldgen, but it is a cause for concern.

    Finally, this may be of interest to people who make packs with Reika's mods: it appears there is some kind of three-way mod conflict between AntiIDConflict, ClimateControl and CrC that results in an NPE in some biome-checking code under conditions I haven't been able to narrow down. So once AntiIDConflict doesn't cause the pack to crash on load anymore (which it does intentionally with a message about the conflicting IDs if it detects conflicts), the pack should be restarted with AntiIDConflict disabled or removed before a world is actually created.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from laimbol»

    Crc puzzle question:


    Any hints on how the tape puzzle works? I can only change the tape filter to yellow . . .


    I can't remember that one. What do you have to do there?

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

    I am playing a modpack with Chromaticraft in it and I have the suspicion that the Snowy Outposts do not generate. There is a large expanse of snowy biomes - the equivalent of ice plains, mostly, about 100 by 150 chunks in size (in fact it's much larger but that's the area I have explored), and not a single Snowy Outpost in it. I don't think these structures are supposed to be *that* rare, and the pack has ATG, ClimateControl and BiomeTweaker in it. Is there a way I can determine if there is a problem? And if there is, a way to track it?

    All other ChromatiCraft structures and items appear correctly. There are the flowers that only appear in cold biomes, pylons and villages with failed casting structures.

    Posted in: Minecraft Mods
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