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Home Page: http://iopleke.github.io/Minechem/
License: Other
Chemical decomposition and synthesis in Minecraft
Home Page: http://iopleke.github.io/Minechem/
License: Other
Here is my suggestions for the Synthesizer.
The first point is going to be ore processing:
Since you get 3 ingots worth, per ore, I think it should be a bit more expensive than the regular process of ore doubling, which cost 8000 RF per process to make 1 iron ore into 2 iron ingots, but still not too expensive, and I therefore suggest that the combined cost for decomposing and synthesizing to be around the 125% mark which would be 10000 RF, and probably split it 40/60, so the synthesizing would be 6000 RF and the decomposing would be 4000 RF. This would mean that, if you use the machines, you would get 50% more ore, at just 25% more energy cost.
I believe that if you put the cost of processing stuff in the decomposer at 4000 RF, and then gives it an internal buffer, of say around maybe 40000 RF that would be fair. For the synthesizer, making the cost of synthesizing stuff around 6000 RF (no matter if it's iron ingots, wood or w/e), and then giving it an internal buffer of 60000 RF.
For the production of nether stars though, I feel like a higher energy cost should be added, and I suggest the entire buffer's worth, 60000 RF.
Other hard to obtain items, that cannot easily be farmed, could be added to this category like the Dragon Egg.
Research conversion ratios, then add support for Buildcraft Joules to all machines.
Tried to connect the chemical decomposer and chemical synthesis to both Buildcraft kinesis pipes and universal cables, but it will not connect.
I am using the latest UE core (4.0.0.69) and the latest Minechem (alpha 5.0.5.92)
When adding an element to the polytool the game crashes to the network login screen.
when logging back in the element seems to have been added, and polytool works as expected.
tested in dev environment gives crash;
http://pastebin.com/u3DB2Fkr
testing in build 1.7.10-5.0.5.98 with only minechem installed and forge-1.7.10-10.13.0.1208
http://pastebin.com/nenEqsjU
When re-loading a world in SSP (1.7.10 alpha version) all machine/block inventories disappear. May be related to #59 (and the fix may be similar)
Convert the Fission and Fusion machines to burn RF rather than uranium and fusion stars, and then remove the fusion star item.
After building the fusion reactor and placing a stack each of Lithium and Nitrogen inside, my client crashed. The Nether Star also did not get converted to a fusion star and the information panel is ghosted out and whitish, with no information. Should I assume the Fusion Reactor is broken until power use is properly implemented? Crash Log: http://paste.ee/p/fIkjz
Running build 126
Add config booleans for disabling chemical enchants and food/drink spiking.
Original request here.
Add two un-obtainable items for use exclusively as the creative tab icon.
The items should use the Microscope icon (for the machines/blocks tab) and the element test tube icon (for the elements tab).
---- Minecraft Crash Report ----
// I just don't know what went wrong :(
Time: 11/09/14 16:37
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:97)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:318)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:210)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.network.simpleimpl.SimpleChannelHandlerWrapper.(SimpleChannelHandlerWrapper.java:22)
at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.getHandlerWrapper(SimpleNetworkWrapper.java:129)
at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.addClientHandlerAfter(SimpleNetworkWrapper.java:123)
at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.registerMessage(SimpleNetworkWrapper.java:111)
at minechem.network.PacketDispatcher.registerPacket(PacketDispatcher.java:32)
at minechem.Minechem.init(Minechem.java:175)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.entity.EntityClientPlayerMP
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.(Unknown Source)
at cpw.mods.fml.common.asm.transformers.TerminalTransformer.transform(TerminalTransformer.java:14)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:276)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:174)
... 44 more
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2329162952 bytes (2221 MB) / 3087007744 bytes (2944 MB) up to 3817865216 bytes (3641 MB)
JVM Flags: 2 total; -Xmx4G -Xms3G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.25.1208 Minecraft Forge 10.13.0.1208 7 mods loaded, 7 mods active
mcp{9.05} Minecraft Coder Pack Unloaded->Constructed->Pre-initialized->Initialized
FML{7.10.25.1208} Forge Mod Loader Unloaded->Constructed->Pre-initialized->Initialized
Forge{10.13.0.1208} Minecraft Forge Unloaded->Constructed->Pre-initialized->Initialized
minechem{@major@.@minor@@revis@.@build@} Minechem Unloaded->Constructed->Pre-initialized->Errored
ForgeMultipart{1.1.0.297} Forge Multipart Unloaded->Constructed->Pre-initialized->Initialized
McMultipart{1.1.0.297} Minecraft Multipart Plugin Unloaded->Constructed->Pre-initialized->Initialized
ForgeMicroblock{1.1.0.297} Forge Microblocks Unloaded->Constructed->Pre-initialized->Initialized
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Minechem is the only mod installed on the server and it just keeps crashing. I use the latest forge and minechem version both for 1.7.10 but it still crashes, Its really annoying.
Since last update Minechem items dont show up in NEI when referenced directly by mod (@Mod.Minechem)
Additionally if manually searched for , most items once found tend to bug out and glitch their own graphics. (such as chemicals looking "highlighted" or covered in a grey square),
Additionally most searches in NEI for minechem results in the client locking for around 2 mins before displaying the item
I have Buildcraft 4.2.2 and thermal expansion 3.0.0.7 but it still didn't work on 3.0.0.2.
It wont even connect to any buildcraft or redstone flux conduits from any of the mods and wont accept power from any engines/dynamos drectly next to it or with a pipe/conduit right next to it. i am using version 5.0.5RC1.
Basically as the title suggest. All the elements show up grey in NEI unless you hover over them. But still only one ones AFTER the element you hover over get colored. And the 4 main machines, every time I placed one there was a lag spike and by the time I placed all of the them my game had crapped on itself.
Steps to reproduce:
1-Place a C.S.
2-Power it from any sides
! It says its not powered in the gui
3-Put the recipe
! Only shift clicking works and you have to re-open the gui to get more items. And it sometimes dupes items
It would be a nice feature to be able to blacklist certain items/blocks/liquids from being decomposed or synthesized.
When putting together a modpack, there might be some things you want players to produce in a way not involving minechem.
Also, sometimes there are things that you may not want being broken down.
Example: Color mods from nhave's omniwrench drop from mobs but also have a recipe which involves quartz, iron, and dye, so a simple mob farm can result in all of this from each item:
I wouldn't expect you to make compatibility for every mod that does something like that, so I think a blacklist would probably be best.
When you put in a blueprint for either the fission/fusion reactor the projection shows up but you cannot place the blocks inside of the projected blocks. If you hit them in creative they "break" but are still there
If you place a projector, put a blueprint into it, and then break the projector, the ghost blocks remain behind.
Removing the blueprint from the projector removes the hologram blocks.
i.e .lang files instead of .properties and UTF-8 encode instead of ISO 8859-1. Requested it before but this was rejected. @jakimfett maybe you want to do this? Also what about merging en_US.xml and en_US.properties?
Currently, Minechem makes no distinction between items that are consumed by a recipe and items that aren't consumed by a recipe.
Example: SomeMod has a recipe for lemonade that takes a bottle of water, some yellow dye, and a flowerpot, and gives you a flowerpot full of lemonade, but doesn't consume the glass bottle when you craft it. Minechem will decompose the flowerpot of lemonade and give you back materials as if the glass bottle was consumed too.
Example: SomeMod lets you smelt ore with a lava rock crafted alongside the ore block, and takes durability from the lava rock. The lava rock is expensive, but "rechargeable" by throwing in lava or cooking in a furnace. Minechem will now decompose normal ingots into the ingot materials PLUS the materials for the lava rock.
There is also no logic to deal with more/less expensive recipes. If there are two ways to potentially craft something, it'll pick whichever one is "first", with no selection process. Minechem should ALWAYS default to the most simple recipe, to prevent potential duping and improve mod compatibility.
I read about a dupe bug with the Chemical Synthesiser over on pixlepix's fork that has lead to the output being disabled. Also stated is that 5.0.5-RC1 allows one to put AllowAutomation=true
in the minechem.cfg
to turn it back on again. Resonant Rise 2.9.2.4 includes MineChem 5.0.5-RC1, but AllowAutomation
didn't seem to achieve anything.
So, I had a look at the commit history for Settings.java
and it was added on the 7th of June, 4 days after the download was posted on CurseForge. I decompiled Settings.class
in the 5.0.5-RC1 .jar
that comes with Resonant Rise to confirm that AllowAutomation
is not present.
Am I missing something? Has the problem been entirely fixed in RC1?
Make strategic use of the @Optional annotation to keep from needing to include the UE API in the Minechem jarfile.
Ensure that power is only used when the machines are in use, see AdlyTempleton#217.
Recently I wanted to add some decomposition recipes for Minechem, for my custom modpack. Since Minechem has no API and I didn't want to have to build against Minechem, I had to work out the reflection myself. I only did the reflection for chemical decomposer recipes, but I hope this code can save some time (please do use it if so).
/**
* Adds a chemical decomposition recipe to Minechem.
*
* The outputs are parsed in the form "number symbol", for example,
* addDecompositionRecipe(myItemStack, "1 H", "1 ethanol") would
* cause the created recipe to output one hydrogen and two ethanol
* when decomposed.
*
* @param input The stack to be decomposed.
* @param outputs The molecules or elements produced by the recipe.
* @return Whether a decomposition recipe was added.
*/
public static boolean addDecompositionRecipe(ItemStack input, String... outputs) {
try{
Class dr=Class.forName("minechem.tileentity.decomposer.DecomposerRecipe");
Class ee=Class.forName("minechem.item.element.ElementEnum");
Class el=Class.forName("minechem.item.element.Element");
Class me=Class.forName("minechem.item.molecule.MoleculeEnum");
Class mo=Class.forName("minechem.item.molecule.Molecule");
Object[] potions=(Object[]) Array.newInstance(Class.forName("minechem.potion.PotionChemical"),outputs.length);
int idx=0;
for(String s:outputs){
String elementName=s.split(" ")[1];
String count=s.split(" ")[0];
try{//try to add element
Object elementEnum=ee.getField(elementName).get(null);
Object element=el.getConstructor(ee, int.class).newInstance(elementEnum, 16);
potions[idx]=element;
}catch(NoSuchFieldException e){//else add molecule
Object elementEnum=me.getField(elementName).get(null);
Object element=mo.getConstructor(me, int.class).newInstance(elementEnum, 16);
potions[idx]=element;
}
}
Object drInst=dr.getConstructor(ItemStack.class,Class.forName("[Lminechem.potion.PotionChemical;"))
.newInstance(input,potions);
dr.getMethod("add", dr).invoke(dr, drInst);
return true;
}catch(Exception e){
return false;
}
}
Unfortunatly the last patch didnt catch the main issue, we still cannot load the server up with minechem on it.
FML log: http://pastebin.com/fqXnDFMP
Crash report: http://pastebin.com/CiixgrAP
Environment:
Minecraft 1.6.4
MineChem 5.0.5-RC2
FTB Material Energy^3 1.2: (http://forum.feed-the-beast.com/threads/1-6-4-material-energy-3-jampacked-hqm-ctm-beta.48913/)
Full mods list: http://pastebin.com/6FcXb7jK
Extracting items from the Chemical Synthesizer is extremely buggy.
I think problem 1 and 2 are the same issue.
Problem 1:
Problem 2:
Small quibble, not really a huge issue:
I've recently been testing things with the Fusion reactor (to see how it works and what it can do) and I've also tried to automate it (which I'm not sure is intended to be possible or not). Either way, any attempt to automate it results in a crash and will crash the game upon reloading the world as well. From the crash log I can only make up that it's trying to access something that isn't there (nullPointerException). This log is from when I tried to insert Hydrogen into inventory slot 1 of the Fusion reaction using a Factorization Router: http://pastebin.com/jfchWdPJ The logs from the other crashes look similar (all "ticking tile entity NullPointerException"s)
Crash type: CTD, the game closes instantly.
How to replicate: Build a Fusion reactor and place a hopper so it would feed stuff into the reactor (I put it on one of the Tungsten plating blocks on the top of the reactor because those are also the only blocks from which I can access the Fusion reactor UI). Then put some stuff in the hopper (I put in Hydrogen, but I think it will crash on anything). I did have a Fusion star in the reactor at the time.
2nd instance of replication: Build a Fusion reactor and use a Factorization Router to pull stuff from inventory slot 0. I also tried inserting Hydrogen in inventory slot 1, that caused a crash as well (this is what the log is from that I put on Pastebin).
I'm running the latest version of Resonant Rise (2.9.3.0) which has MineChem v5.RC2 in it. I do have automation for the synthesis machine enabled in the config, but I assume that doesn't affect this issue.
I have ran a test on the Fission reactor and that seems to work fine with Factorization Routers (using item slots 0, 1 and 2). Hoppers don't work (they don't insert the items, they just sit in the hopper), but the Fission reactor-Hopper combination doesn't crash the game.
PS: Something else strange with the Fusion reactor, when I finish building it the blueprint projector turns into an invisible block. This probably isn't related to this issue, but it's not as bad as a world breaking crash xD
I get a startup crash on my modpack client with the builds 101-108
And only when installing with ReactorCraftv1f get this crash
——————————————————————————————————————————————
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 14-9-22 4:26
Description: Initializing game
java.lang.NullPointerException: Initializing game
at Reika.ReactorCraft.Base.ReactorItemBase.func_77653_i(ReactorItemBase.java:100)
at net.minecraft.item.ItemStack.func_82833_r(ItemStack.java:425)
at minechem.tileentity.decomposer.DecomposerRecipe.add(DecomposerRecipe.java:27)
at minechem.oredictionary.OreDictionaryDefaultHandler.handle(OreDictionaryDefaultHandler.java:81)
at minechem.MinechemRecipes.oreEvent(MinechemRecipes.java:2712)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_577_MinechemRecipes_oreEvent_OreRegisterEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraftforge.oredict.OreDictionary.registerOreImpl(OreDictionary.java:472)
at net.minecraftforge.oredict.OreDictionary.registerOre(OreDictionary.java:432)
at Reika.ReactorCraft.ReactorCraft.registerOres(ReactorCraft.java:488)
at Reika.ReactorCraft.ReactorCraft.preload(ReactorCraft.java:215)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
u should be able to disable uranium in the config file because ic2 already adds this ore and u might want to disable it because of that.
idk if minechem can utilize oreDict or fluidDict for creating recipes but there are some items common in many mods but minechem does not support them. Below are some examples;
Saltpeter: KNO3 <-> dustSaltpeter
salt: NaCL <-> foodSalt or dustSalt or salt.molten
calcium carbonate: CaCO3 <-> blockLimestone
topaz: Al2O4F2<-> gemTopaz ore blockTopaz
peridot: Mg2O4Si<-> gemPeridot or blockPeridot
I have tried everything to power these machines. I have tried it with both Buildcraft and Thermal Expansion and I have UE installed. I am running 5.0.5_RC2 and am wondering how to power the machines. I do have pictures of my setup as i am a buildcraft noob, so if thats wrong, a fix would be nice. Thanks.
Hi, I'm attempting to run Minechem-1.7.10-5.0.5.115 alongside ReactorCraft V1f and appear to be getting a crash bug/conflict when launching minecraft. I was previously using Minechem-1.7.10-5.0.5.92, which worked fine alongside ReactorCraft, but Minechem 1.7.10 v5.0.5.108 crashes in the same way. You can find a crash log at: http://pastebin.com/FbLcpMgx
Many thanks for the awesome work you do on this mod! Let me know if it's an issue on Reika's end.
Reference the DecomposerFluidRecipe.createAndAddFluidRecipeSafely method, add a way to selectively set recipes from other mods.
See AdlyTempleton#212, AdlyTempleton#209, and AdlyTempleton#215 for examples of where this would be useful.
Ideally, the root causes of these would be addressed. However, being able to quickly fix issues like this would be beneficial.
Here still some things that can't be translated:
NEW:
Problem:
The chemical decomposer breaks items down and the chemical are filled left to right regardless of the contents of the rest of the decomposer. This is a machine that when breaking down complex chemicals spits out a large number of items, unfortunately if you attempt to pull items out of it which happens left to right with most mods you end up only interacting with the first slot.
If the decomposer were to stack into existing slots with chemicals you would end up more consistently pulling larger stacks instead of just the first incomplete stack over and over.
The chemical synthesizer is not accepting power from any source or energy type.
Currently on:
Minechem-1.7.10-5.0.5.108
universal-electricity-4.0.0.78-core
List of other mods installed
http://pastebin.com/0s4XWiDY
Fix the infinite power loop as described here:
Thanks to @MikrySoft for bringing this to my attention.
The buildcraft pipes nor thermal expansion rf will power the machines. I am running 1.6.4 version 5.0.5 RC2. Basically, just make a standard power set up for thermal expansion and i am assuming is a basic setup in buildcraft, (bit of a noob, but i have seen people do it) There is no crash or anything, just not working. Oh, and i do have UE installed and am running it in a custom modpack. Thanks in advance
I haven't been able to get the microscope to save new recipes to the journal. For testing purposes i modified the addItemStackToJournal method to reload the stack item like this;
when the journal or item is added to the microscope my output in the console is;
[18:52:43] [Server thread/INFO] [minechem]: Adding new Recipe...
[18:52:43] [Server thread/INFO] [minechem]: The Taglist contains 1 Recipes
[18:52:43] [Server thread/INFO] [minechem]: Getting the list again...
[18:52:43] [Server thread/INFO] [minechem]: Now the Taglist contains 0 Recipes
When looking at the NBT data the entries appear to be there.
When you break the manager block the game crashes. Had something to do with the inventory.
Whenever I attempt to build a fission or fusion reactor after I place the first Tungsten Plating it throws this error and the game crashes: http://pastebin.com/i7b1tqAc
Hi im lukas and I'm trying to make a mod pack with minechem. it isn't conflicting mods because at the moment I'm trying to download just minechem 5.0.5 (and Universal electricity of cores). when ever i try to load the game it crashes . im using the 1.6.4 recommended version of forge and UE so i don't know what the problem is. here is error message any way.(p.s. I'm sorry if i diddnt wright anything correctly I'm from the netherlands oh I'm also using a mac if that changes anything)
While the blueprint projector is projecting the fusion reactor blueprint and you place the last block of the structure the blueprint projector becomes invisible and inaccessible.
if you break the invisible projector it does not drop the blueprint.
also If you place a new blueprint projector and fusion blueprint in the same spot after breaking it, The projector is also inassable and can be rendered invisible by placing a block next to it.
After building a fusion reactor, right clicking on the fusion wall blocks doesn't open the GUI.
Effects Minechem 5.0.5.100 for 1.6.4, possibly effects 1.7.10 builds as well.
Some (possibly all) of the "chemical enchantments" are overpowered, especially for PvP servers.
Balance changes suggested by @ReFleXisGod:
Aspirin
Current: Regeneration 2 for 3 minutes
Re-balance: Regeneration 2 for 10 seconds (Not joking xD)
Tetrodotoxin
Current: Slowness & Wither 2 for 30 seconds
Re-balance: Slowness for 5 seconds and Weakness 2 for 2 seconds
Testosterone
Current: Speed 2 and Strength 2 for 3 minutes
Re-balance: Speed 2 and Strength 1 for 20 seconds
T-2 Mycotoxin
Current: Wither and weakness 4 for 2 minutes
Re-balance: Wither for 5 seconds and weakness 2 for 10 seconds
Batchachotoxin*
Current: Slowness, Wither 3 and Nausea 3 for 1 minute
Re-balance: Slowness and Wither for 5 seconds.
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🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.