Since we're all on this topic at the moment, a config option to change the ID of the pocket dimension would probably be a wise idea too, as positive dimension ID's (pocket dimension is 69) tend to conflict with Mystcraft. I know it's a bit of a far call to compensate for the off chance someone would make 68 Mystcraft dimensions, but you never know really.
As far as I know, Mystcraft dim compatibility isn't actually a problem to be worried about - Mystcraft simply jumps to the next unused dimension. So, if you create 68 Mystcraft ages and you have TH installed, the next age you create would actually be 70, because 69 is already taken by the Pocket Plane dim.
Of course, I could be wrong about how it works, but I've never had an issue between Mystcraft and other positive-id dims.
I started to put in the mods alphabetically and when I ran it with all the mods I use...no problem occurred. So, i made a new world to see if I can find a tainted area.
My bet is that you've got a biome id conflict between BoP and Thaumic Horizons. It's WiP Pocket Plane biome is assigned to id 69, and is getting a fair bit of attention on that thread with people having the same issue. There's no config option to change it yet, though, because that'll be coming with the next TH release - you'll have to reassign the id on the BoP side of things.
Whoa. Alright, I'm getting this crash when I try to create a new world with the force-gen enabled on everything except uranium (which I set to Disabled rather than no spawn, to prevent Mystcraft pages from spawning for it). I have no idea where to start looking for the cause, except maybe that the force-gen is overlapping with Metallurgy somehow? Complete random guess, there.
That's actually the right amount. Each block is worth "5 dirt." It was 10 at one point, but I was looking at the code recently adding a config option, and it's 5.
Sand and gravel are tracked separately and should drop the appropriate number.
I should clarify - Shift-clicking 32 gravel in gets 160 material. Dragging 32 gravel into the slot gets 320 material. Both are in an unused, empty sluice.
The conversion on breaking thing was just a side note that I saw once when testing the other bit - I had 63 gravel and one sand in the sluice, and got 64 gravel back when I broke it. Haven't tested it further than that.
Might have another bug. I was trying the container-Sluice and noticed that when I shift-clicked gravel into it, it only registered half the amount that I put in (I think. Not quite sure exactly how it works yet) - when I shift-clicked in 32 gravel, it registered 160 material, 64 resulted in 320, etc. When I dragged the gravel into the top left slot, it worked as expected. Also, if there is both sand and gravel in the sluice, it's all converted into gravel when the sluice is broken. (I haven't tested that one as much as the first, so I'm not sure if there are necessary conditions for that)
If it makes a difference, I'm also using Iguana Tweaks to reduce the max stack size on sand and gravel to 32. That's the only mod change that I can think of that might be causing this.
I think you may have the question a bit backwards - both the picture and link you posted are Immersive Engineering supporting other mods' items as valid in it's machines (in the case of the picture, through oredict). What ewsmith was asking about was for Reasonable Realism to support Immersive Engineering - things like having RR generate veins of the IE ores that have also been converted to the multi-mine format of RR's vanilla ores.
What part of harder ores does not support Immersive engineering?
He may be referring to the mining section that generates veins/special ore blocks that drop raw ore instead of the ore blocks. That, I believe, is currently limited to vanilla ores and a select few common mod-ores (such as Uranium). Any others are dictated by normal spawning or the default COG generation settings, if there are any for that ore.
So, I'm back with some actual bug reports. (Do you have a specific place to file reports like Github, or should they continue to be posted on the forum?)
First - and I think this is RR, but I could be wrong - I'm getting a crash whenever I try to use NEI to check recipes using liquid metals (Such as TiC smeltery casting) that points to something about loading RR's sifter recipes. Have a crashlog.
Next, the sapling/crop auto-planting seems to have a tendency to replace blocks that it shouldn't when placing the plants, as I discovered when some sugarcane that I had missed punched a hole in my greenhouse wall. (Perhaps because the wall was wood planks? Don't know if it was coded to replace 'organic' blocks)
If you need some more information - especially on that first one - just let me know, and I'll be happy to see what else I can figure out about it.
First question: there's a config in HarderWildlife called "collapse sideways." Set that to false.
Second question: I have no idea. I didn't know BoP added a world type. Try using creative (and bonemeal) to force-grow some plants. Redstone is bloody everywhere (and shallow) and you should get some flame lilies quite easily. I wouldn't try more than two or three times per chunk, as while the growth does have a random factor, if you don't get any flowers at all after two or three tires, there's probably nothing in that chunk.
Failing that, you could do /cogEnableDebugging and that will draw an overlay of all veins within your view.
I was hoping for a way to alter it for only coastlines, because I rather liked the added effect/danger when tunneling underground, but if fully disabling it is the only way, then so be it.
As to the ore gen, I guess it was just that world (Debug command said I didn't have permissions on that world, so I haven't been able to fully check yet) or the older version of RR. I launched a new BoP world, and almost immediately got Flame Lilies and Affine both with and without bonemeal. To be doubly sure, I also tried the debug command and...oh, my, colors. Colors everywhere. So I'll assume that's working properly as well.
Thanks for the help, though. I'm looking forward to relaunching our server with this in it.
I'm absolutely loving this mod so far - I've been looking at mods like Enviromine and TerraFirmaCraft for quite a while, but they were always a bit too much on the hardcore/hyper-realistic side for use by my friends and I on our server. This, however, seems to strike the perfect balance so far, with the added bonus of awesome vein mining (supposedly, will be addressed with my second question.)
I only have a couple questions/problems that I've found (I apologize if any of these have already been fixed, I just saw the updates today, and these were noted in ver. 2.8.0a):
First, is it possible to lessen or disable the sand/gravel collapse feature on coastlines? They're triggering on worldgen and making some pretty ugly coasts, as seen in this screenshot.
Second, and this is directed more at anyone rather than just Draco, because it's partially a mod compatibility question, how rare are the indicator flowers supposed to be? I've done a fair bit of exploring in my current world and haven't found any so far, and consequently have yet to find a vein of any ore to try my hand at the mining mechanic (I've done very little caving, but haven't seen any telltale signs of veins in the ravines I've come across either). This brings me to the mod compatibility part of the question - does anyone know if the generation side of the mod works properly with the BoP world type, and if it doesn't, is there anything I can do to make it work?
I know, so if I chisel a smooth stone block, which design do I choose?
You want one of the four Modern Masonry variants: Nodern Neutral Masonry, Modern Felsic Masonry, Modern Mafic Masonry, or Modern Mixed Masonry. They all look and ctm roughly the same, but with different color variations.
It might need to be mentioned that you need Chisel 2 for these blocks, not the original Chisel, which was released for 1.7.10 but is now outdated.
If you had extraTIC installed before the big update and then updated, it adds any needed configs and it doesn't change any of your previous stuff, also look at this because there is a config:
And thus I am proven mistaken. I hadn't even noticed that line (obviously); probably because I was too caught up in looking for a specifically Metallurgy 4 line.
You can still make Metallurgy 4 parts with this mod, but the ability to do so is disabled by default. You need to change your config to allow them.
Um...What? ExtraTic should be perfectly compatible with Metallurgy 4 with no config changes. I just looked to make sure, and there isn't even an option referencing that.
Is the Mantle/Kama of the Raven intended to completely negate fall damage even when the gliding effect is currently disabled? While that was a rather pleasant surprise, that might also be noted in the Thaumonomicon entry if it is intended behavior.
(Side note; I've only tried this with the Kama of the Raven. Haven't fully tested the Mantle.)
1
As far as I know, Mystcraft dim compatibility isn't actually a problem to be worried about - Mystcraft simply jumps to the next unused dimension. So, if you create 68 Mystcraft ages and you have TH installed, the next age you create would actually be 70, because 69 is already taken by the Pocket Plane dim.
Of course, I could be wrong about how it works, but I've never had an issue between Mystcraft and other positive-id dims.
0
My bet is that you've got a biome id conflict between BoP and Thaumic Horizons. It's WiP Pocket Plane biome is assigned to id 69, and is getting a fair bit of attention on that thread with people having the same issue. There's no config option to change it yet, though, because that'll be coming with the next TH release - you'll have to reassign the id on the BoP side of things.
0
Whoa. Alright, I'm getting this crash when I try to create a new world with the force-gen enabled on everything except uranium (which I set to Disabled rather than no spawn, to prevent Mystcraft pages from spawning for it). I have no idea where to start looking for the cause, except maybe that the force-gen is overlapping with Metallurgy somehow? Complete random guess, there.
Crashlog:
http://pastebin.com/mCC0MHwY
0
I should clarify - Shift-clicking 32 gravel in gets 160 material. Dragging 32 gravel into the slot gets 320 material. Both are in an unused, empty sluice.
The conversion on breaking thing was just a side note that I saw once when testing the other bit - I had 63 gravel and one sand in the sluice, and got 64 gravel back when I broke it. Haven't tested it further than that.
0
Might have another bug. I was trying the container-Sluice and noticed that when I shift-clicked gravel into it, it only registered half the amount that I put in (I think. Not quite sure exactly how it works yet) - when I shift-clicked in 32 gravel, it registered 160 material, 64 resulted in 320, etc. When I dragged the gravel into the top left slot, it worked as expected. Also, if there is both sand and gravel in the sluice, it's all converted into gravel when the sluice is broken. (I haven't tested that one as much as the first, so I'm not sure if there are necessary conditions for that)
If it makes a difference, I'm also using Iguana Tweaks to reduce the max stack size on sand and gravel to 32. That's the only mod change that I can think of that might be causing this.
0
I think you may have the question a bit backwards - both the picture and link you posted are Immersive Engineering supporting other mods' items as valid in it's machines (in the case of the picture, through oredict). What ewsmith was asking about was for Reasonable Realism to support Immersive Engineering - things like having RR generate veins of the IE ores that have also been converted to the multi-mine format of RR's vanilla ores.
0
He may be referring to the mining section that generates veins/special ore blocks that drop raw ore instead of the ore blocks. That, I believe, is currently limited to vanilla ores and a select few common mod-ores (such as Uranium). Any others are dictated by normal spawning or the default COG generation settings, if there are any for that ore.
0
So, I'm back with some actual bug reports. (Do you have a specific place to file reports like Github, or should they continue to be posted on the forum?)
First - and I think this is RR, but I could be wrong - I'm getting a crash whenever I try to use NEI to check recipes using liquid metals (Such as TiC smeltery casting) that points to something about loading RR's sifter recipes. Have a crashlog.
Next, the sapling/crop auto-planting seems to have a tendency to replace blocks that it shouldn't when placing the plants, as I discovered when some sugarcane that I had missed punched a hole in my greenhouse wall. (Perhaps because the wall was wood planks? Don't know if it was coded to replace 'organic' blocks)
If you need some more information - especially on that first one - just let me know, and I'll be happy to see what else I can figure out about it.
0
I was hoping for a way to alter it for only coastlines, because I rather liked the added effect/danger when tunneling underground, but if fully disabling it is the only way, then so be it.
As to the ore gen, I guess it was just that world (Debug command said I didn't have permissions on that world, so I haven't been able to fully check yet) or the older version of RR. I launched a new BoP world, and almost immediately got Flame Lilies and Affine both with and without bonemeal. To be doubly sure, I also tried the debug command and...oh, my, colors. Colors everywhere. So I'll assume that's working properly as well.
Thanks for the help, though. I'm looking forward to relaunching our server with this in it.
0
I'm absolutely loving this mod so far - I've been looking at mods like Enviromine and TerraFirmaCraft for quite a while, but they were always a bit too much on the hardcore/hyper-realistic side for use by my friends and I on our server. This, however, seems to strike the perfect balance so far, with the added bonus of awesome vein mining (supposedly, will be addressed with my second question.)
I only have a couple questions/problems that I've found (I apologize if any of these have already been fixed, I just saw the updates today, and these were noted in ver. 2.8.0a):
First, is it possible to lessen or disable the sand/gravel collapse feature on coastlines? They're triggering on worldgen and making some pretty ugly coasts, as seen in this screenshot.
Second, and this is directed more at anyone rather than just Draco, because it's partially a mod compatibility question, how rare are the indicator flowers supposed to be? I've done a fair bit of exploring in my current world and haven't found any so far, and consequently have yet to find a vein of any ore to try my hand at the mining mechanic (I've done very little caving, but haven't seen any telltale signs of veins in the ravines I've come across either). This brings me to the mod compatibility part of the question - does anyone know if the generation side of the mod works properly with the BoP world type, and if it doesn't, is there anything I can do to make it work?
0
You want one of the four Modern Masonry variants: Nodern Neutral Masonry, Modern Felsic Masonry, Modern Mafic Masonry, or Modern Mixed Masonry. They all look and ctm roughly the same, but with different color variations.
It might need to be mentioned that you need Chisel 2 for these blocks, not the original Chisel, which was released for 1.7.10 but is now outdated.
0
And thus I am proven mistaken. I hadn't even noticed that line (obviously); probably because I was too caught up in looking for a specifically Metallurgy 4 line.
0
Thaumic Horizons' Pocket Plane biome is assigned to id 69, which conflicts with (I believe it was) BoP's Bamboo Forest.
0
Um...What? ExtraTic should be perfectly compatible with Metallurgy 4 with no config changes. I just looked to make sure, and there isn't even an option referencing that.
0
Is the Mantle/Kama of the Raven intended to completely negate fall damage even when the gliding effect is currently disabled? While that was a rather pleasant surprise, that might also be noted in the Thaumonomicon entry if it is intended behavior.
(Side note; I've only tried this with the Kama of the Raven. Haven't fully tested the Mantle.)