Tis' sad. I used to always looked forward to it being showcased because it is the perfect way to see how people react to the mod and make adjustments based on those reactions. I used to observe Let's Plays using the mod but sadly the lack of time made it hard for me.
I feel it is because making a showcase for this mod would take too much time and effort. Most showcases (as I can remember) run along 10-15 minutes. This would take 25+ minutes at least.
Basically, the more compact the mod that has groundbreaking changes/features; the more likely it will be showcased.
Might I offer a suggestion? Once you get the mod to a stable place, get in contact with DireWolf20. He is willing to do multipart mod showcases and they area really well done. He is widely know in the modding community and he will take the time to talk to you to bring out all the best parts of the mod.
I use to play this mod with Twilight Forest as well. Really made for some interesting encounters. Sad, but Twilight Forest is not being updated or ported to 1.10.2 as far as I know.
One other balancing type thing: I felt like the creep was really hard to hit in the previous version and had to much health. Maybe give it a hit box of 1.5 blocks so that players actually have a chance to get a few swings in before it goes boom?
A way of automating Advanced Crafting(and a few other things) is already on the TODO list. It will be part of an automation module that can be disabled in the config.
Do you know if there is a link or a website where I can follow the creation of the automation module?
I think you are missing the point of the post. When advanced crafting is turned on it changes the crafting mechanic of crafting a lot (146 recipes) of vanilla items. Advanced crafting requires extra stuff to craft with. If advanced crafting is turned on, then automating the crafting of any of those 146 recipes is impossible since there is currently not a means of automating the advanced crafting mechanic.
When designing a mod pack, the designer has to think through all levels of gameplay (early, mid, and late) and how those levels of play work together. If a mechanic is introduced at the early gameplay stage, then that mechanic will still be in place when players progress to later stages of play. Yes, there are other mods that handle the automation aspect of crafting, but those all use and automate the VANILLA crafting mechanic only. The advanced crafting mechanic would not be automatable using those methods.
I was also not commenting on the fact that the crafting table does not, or did not use to, hold the items when you close the gui. The important aspect was letting the mod author(s) know that the mechanic they designed would be more useful if there were a means of bridging the gap between early manual crafting and mid to late game autocrafting.
I just wanted to give you a suggestion for a feature to add from a pack-makers perspective. I think the advanced crafting mechanic is interesting, but I currently don't see a way to automate with it. In the modding universe, if there is not a means of automating something, it won't be used as often. As modded players progress to later stages of play in MC, they want to start to create systems to do a lot of the "grunt" work or repetitive stuff for them. For example, let us say that I want to set up a means of automating the creation of iron pickaaxes because I need a lot of them for another mod. There needs to be a way where I can tell my crafting system that if I send 3 iron, 2 sticks, and 2 leather strips that it will get an iron pick back from the operation.
Some suggestions as to what form this might take. Create a block that keeps a stock of catalyst items that are required for advanced crafting. When this block is placed next the advanced crafting it will supply the catalyst, so long as it has some in stock, to perform the craft. This block would need to accept an input via piping into the block (sides and front?) for the items that would go in the 9x9 crafting grid and for inputing catalysts into the block (top?). It would also need to output to a piping system (bottom for hoppers and back?). When the player right clicks on this "advanced crafting automater" he would get a version of the crafting gui but instead of it having the catalyst section, it would have a section showing the current stock of catalysts. Since this gui is attached to the advanced automated crafter, you would not have to change the mechanics of the manual version of the advanced crafter. The idea here is to make a way to make the advanced crafting mechanic into a machine that I can place a crafter from refined storage next to and use it to craft automatically. (I chose refined storage for this example because it seems the most popular right now).
I hope this helps give you some ideas about making the advanced crafting more useable so more mod packs will keep this turned on in the confg.
@Reika Have you refactored your code for Chomaticraft at all? Looking at the size it seems really big. To give a comparison, the largest mod I have in my current pack is 21 MB, but the current iteration of Chromaticraft is 94 MB. When I tried to add Chromaticraft, my game became so laggy that it was almost unbearable.
Has anyone else noticed a weird mod interaction with twilight forest? Basically I have a pack I am working on and added Chromaticraft to the pack. I also have harcore map reset as part of the pack. I used the template world I chose from hardcore map reset to create a new world and went into the nether and twilight forest to make sure everything was still okay. The nether was fine, but twilight forest had changed drastically. Normally when I use the template to create a new world and go into the twilight forest it always generates the same, but with chromaticraft added to the pack the place where I spawned into the twilight forest changed. I put a lot of effort into choosing the seed for the template world so that players playing in single player had a decent spawn that had certain resources reasonably close by. Can anyone help or offer advice on this? I have another save that uses the same template world where I am play testing the pack and I am worried that a crash or corrupted chunks could happen because of previously generated area.
EDIT: More wierdness! When I exited the twilight forest through the portal I created to enter, it put me back in the overworld in a completely different spot that was 24 chunks away from where I originally entered the twilight forest. After several more tests it seems that something is effecting the twilight portal both entering and exiting the twilight forest.`
How are you changing this block's properties? Could you show a config fragment?
I tried this using 2 different mods:
1) MtUtils: this is an addon mod for minetweaker 3. You can see a list of the commands at the link I provided. Here is a snippet from my script:
// Make Vinteum Ore harvestable by stone pickaxe
mods.MTUtils.setHarvestLevel(<arsmagica2:vinteumOre>,"",1);
2) Block Properties: This mod generates a bunch of .json files. You are suppose to be able to make an adjustment, save the file, and start up Minecraft and the change is made.
{
"_name": "arsmagica2:vinteumOre",
"stats": {
"opacity": 255,
"brightness": 0,
"hardness": 3.0,
"resistance": 9.0,
"sound": "stone",
"slipperiness": 0.6,
"tool_data": [
{
"tool": "pickaxe",
"level": 1
}
]
},
"break_speed": [],
"drops": [],
"harvest": [],
"xp": []
}
For reference: mining level 0=wood tools, 1=stone tools, 2=iron, tools 3=diamond tools
So I came across a weird bug that I am wondering if anyone else has noticed. I am using the mod Block Properties to try and change the mining level for vinteum ore from iron to stone. However, vinteum ore does not seem to be respecting changes to its mining level. I am using the most recent version of both mods. Anyone else come across this in their modpack making efforts?
I have been trying to help another player with an issue between Expanded Redstone and EssentialCraft 3. Here is the issue on GitHub for reference.
The crash reports something about instantiable data which I don't really understand. Can you help me understand it? Is there a way to stop the crash from happening? Is this caused by something in your mod or EssentialCraft 3? Sorry for my lack of understanding.
I had the player update to version 15a of DragonApi and Expanded Redstone, so at least this is one thing that can be ruled out.
RF to anything is a good way to kill that other mod. Completely.
I disagree. It depends on how the pack is built. If, for instance you build a pack with out the standard rf generators such as big reactors, extra utilities, minefactory reloaded, etc, then it is possible to balance the pack. It is only when mods allow massive amounts of rf generation that breaks things. In a magic based pack, where technomancy is the only way to generate rf, it is not so bad. In this situation the balancing factor is the decision the player has to make as to what to use for power and the trade off that come with their decision. Especially since the ratio for rf -> whatever is greatly reduced. One of the only reasons I put Technomancy in the pack is so that players can have access to power that is compatible with applied energistics.
I might test it with the default launcher just to be sure...
I'm looking into an issue involving potion effects right now. There doesn't seem to be anything on the issue tracker about this.
Are you running Ars Magica 2 in the pack and if so what version? I found a mod incompatibility between the current version of Ars magica 2 and DragonAPI. It has to deal with how these mods are handling potion ids above 127.
Mine- and ModTweaker are allowed. And there's only protection against changes that would otherwise break the mods functionality in DragonAPI. Like stuff which would allow monetizing/locking parts of the mod.
I know that on the minetweaker wiki, it specifically says that minetweaker will not support Reikka's mods. As far as I know, there is no reference for the minetweaker commands, unless Reika released them somewhere.
Someone mentioned that a v16 was in the works for your mods. Can you confirm? Also, can you give us a rough estimate as to when it will be released so that we can sit on the edge of our seats in anticipation?
When I was tracking down the potion issue with Ars Magica, I noticed that Lumareia might be missing a localized name. If was not listed on the potions dump I did using NEI data tools.
Suggestion: Is there a means to transform lumen power into RF? I have been working with a mod called Technomancy written by MrFlameGoat. In this mod, there is a means of creating:
Botania mana -> RF
RF -> Botania mana
Blood Magic life essence -> RF
RF -> Blood Magic life essence
Thaumcraft node power -> RF
RF -> create Thaumcraft node
Suggestion: Have you considered any cross mod compatibility with EssentialCraft 3?
0
Might I offer a suggestion? Once you get the mod to a stable place, get in contact with DireWolf20. He is willing to do multipart mod showcases and they area really well done. He is widely know in the modding community and he will take the time to talk to you to bring out all the best parts of the mod.
I use to play this mod with Twilight Forest as well. Really made for some interesting encounters. Sad, but Twilight Forest is not being updated or ported to 1.10.2 as far as I know.
One other balancing type thing: I felt like the creep was really hard to hit in the previous version and had to much health. Maybe give it a hit box of 1.5 blocks so that players actually have a chance to get a few swings in before it goes boom?
0
Do you know if there is a link or a website where I can follow the creation of the automation module?
0
@synicate25
I think you are missing the point of the post. When advanced crafting is turned on it changes the crafting mechanic of crafting a lot (146 recipes) of vanilla items. Advanced crafting requires extra stuff to craft with. If advanced crafting is turned on, then automating the crafting of any of those 146 recipes is impossible since there is currently not a means of automating the advanced crafting mechanic.
When designing a mod pack, the designer has to think through all levels of gameplay (early, mid, and late) and how those levels of play work together. If a mechanic is introduced at the early gameplay stage, then that mechanic will still be in place when players progress to later stages of play. Yes, there are other mods that handle the automation aspect of crafting, but those all use and automate the VANILLA crafting mechanic only. The advanced crafting mechanic would not be automatable using those methods.
I was also not commenting on the fact that the crafting table does not, or did not use to, hold the items when you close the gui. The important aspect was letting the mod author(s) know that the mechanic they designed would be more useful if there were a means of bridging the gap between early manual crafting and mid to late game autocrafting.
0
Hey,
I just wanted to give you a suggestion for a feature to add from a pack-makers perspective. I think the advanced crafting mechanic is interesting, but I currently don't see a way to automate with it. In the modding universe, if there is not a means of automating something, it won't be used as often. As modded players progress to later stages of play in MC, they want to start to create systems to do a lot of the "grunt" work or repetitive stuff for them. For example, let us say that I want to set up a means of automating the creation of iron pickaaxes because I need a lot of them for another mod. There needs to be a way where I can tell my crafting system that if I send 3 iron, 2 sticks, and 2 leather strips that it will get an iron pick back from the operation.
Some suggestions as to what form this might take. Create a block that keeps a stock of catalyst items that are required for advanced crafting. When this block is placed next the advanced crafting it will supply the catalyst, so long as it has some in stock, to perform the craft. This block would need to accept an input via piping into the block (sides and front?) for the items that would go in the 9x9 crafting grid and for inputing catalysts into the block (top?). It would also need to output to a piping system (bottom for hoppers and back?). When the player right clicks on this "advanced crafting automater" he would get a version of the crafting gui but instead of it having the catalyst section, it would have a section showing the current stock of catalysts. Since this gui is attached to the advanced automated crafter, you would not have to change the mechanics of the manual version of the advanced crafter. The idea here is to make a way to make the advanced crafting mechanic into a machine that I can place a crafter from refined storage next to and use it to craft automatically. (I chose refined storage for this example because it seems the most popular right now).
I hope this helps give you some ideas about making the advanced crafting more useable so more mod packs will keep this turned on in the confg.
0
@Reika Have you refactored your code for Chomaticraft at all? Looking at the size it seems really big. To give a comparison, the largest mod I have in my current pack is 21 MB, but the current iteration of Chromaticraft is 94 MB. When I tried to add Chromaticraft, my game became so laggy that it was almost unbearable.
0
Has anyone else noticed a weird mod interaction with twilight forest? Basically I have a pack I am working on and added Chromaticraft to the pack. I also have harcore map reset as part of the pack. I used the template world I chose from hardcore map reset to create a new world and went into the nether and twilight forest to make sure everything was still okay. The nether was fine, but twilight forest had changed drastically. Normally when I use the template to create a new world and go into the twilight forest it always generates the same, but with chromaticraft added to the pack the place where I spawned into the twilight forest changed. I put a lot of effort into choosing the seed for the template world so that players playing in single player had a decent spawn that had certain resources reasonably close by. Can anyone help or offer advice on this? I have another save that uses the same template world where I am play testing the pack and I am worried that a crash or corrupted chunks could happen because of previously generated area.
EDIT: More wierdness! When I exited the twilight forest through the portal I created to enter, it put me back in the overworld in a completely different spot that was 24 chunks away from where I originally entered the twilight forest. After several more tests it seems that something is effecting the twilight portal both entering and exiting the twilight forest.`
0
I tried this using 2 different mods:
1) MtUtils: this is an addon mod for minetweaker 3. You can see a list of the commands at the link I provided. Here is a snippet from my script:
0
Hey,
So I came across a weird bug that I am wondering if anyone else has noticed. I am using the mod Block Properties to try and change the mining level for vinteum ore from iron to stone. However, vinteum ore does not seem to be respecting changes to its mining level. I am using the most recent version of both mods. Anyone else come across this in their modpack making efforts?
0
Hey all,
I might have missed something, but is there a reason that I can't smelt vinteum ore in the calefactor?
0
Hey Reika,
I have been trying to help another player with an issue between Expanded Redstone and EssentialCraft 3. Here is the issue on GitHub for reference.
The crash reports something about instantiable data which I don't really understand. Can you help me understand it? Is there a way to stop the crash from happening? Is this caused by something in your mod or EssentialCraft 3? Sorry for my lack of understanding.
I had the player update to version 15a of DragonApi and Expanded Redstone, so at least this is one thing that can be ruled out.
0
I disagree. It depends on how the pack is built. If, for instance you build a pack with out the standard rf generators such as big reactors, extra utilities, minefactory reloaded, etc, then it is possible to balance the pack. It is only when mods allow massive amounts of rf generation that breaks things. In a magic based pack, where technomancy is the only way to generate rf, it is not so bad. In this situation the balancing factor is the decision the player has to make as to what to use for power and the trade off that come with their decision. Especially since the ratio for rf -> whatever is greatly reduced. One of the only reasons I put Technomancy in the pack is so that players can have access to power that is compatible with applied energistics.
0
Are you running Ars Magica 2 in the pack and if so what version? I found a mod incompatibility between the current version of Ars magica 2 and DragonAPI. It has to deal with how these mods are handling potion ids above 127.
0
I know that on the minetweaker wiki, it specifically says that minetweaker will not support Reikka's mods. As far as I know, there is no reference for the minetweaker commands, unless Reika released them somewhere.
0
Hey Reika,
Someone mentioned that a v16 was in the works for your mods. Can you confirm? Also, can you give us a rough estimate as to when it will be released so that we can sit on the edge of our seats in anticipation?
When I was tracking down the potion issue with Ars Magica, I noticed that Lumareia might be missing a localized name. If was not listed on the potions dump I did using NEI data tools.
Suggestion: Is there a means to transform lumen power into RF? I have been working with a mod called Technomancy written by MrFlameGoat. In this mod, there is a means of creating:
Botania mana -> RF
RF -> Botania mana
Blood Magic life essence -> RF
RF -> Blood Magic life essence
Thaumcraft node power -> RF
RF -> create Thaumcraft node
Suggestion: Have you considered any cross mod compatibility with EssentialCraft 3?
0
@Reika,
Is there a possibility of seeing that fix for handling potion effect packets that you spoke of above? Have you completely given up on 1.7.10?