[IC2 Exp][1.7.10] IHL Tools & Machines
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Thanks, it is working fine now.
PS. I noticed some unused bitmaps (for example chromite dust) in your mod, may I use it in my modpack via customitems mod?
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PS. I noticed some unused bitmaps (for example chromite dust) in your mod, may I use it in my modpack via customitems mod?
Sure. -
I noticed, that stack size >1 for recipeoutput of workbench is broken.
Situation is similar to previously described with oredict.
If recipeoutput stacksize is greather than 1, still one item is shown in receipt, but none item appears in real workbench when all ingredients/tools are ready. -
If recipeoutput stacksize is greather than 1, still one item is shown in receipt
Fixed, thank you.If recipe output is not appearing when ingredients are ready there could be two cases:
1. Recipe config on server and client side are not same.
2. Server are lagging. In that case I should optimize iron workbench recipe output search.EDIT: wait, I also catch it. Unrelated from stacksize though. Weird.
EDIT2: I can't find it. Now its working, but a moment ago it's not. mczapkie, you asked about NBT tags support. Now there is NBT tag support in recipes.
Codeaddrecipe ( ironworkbench, recipeinput(oredict(diamond,1),oredict(stickAnyWood,1),tooloredict(craftingToolKnife)), recipeoutput(itemstack(gregtech:gt.metatool.01,1,18,tags(integer(gt.rand,24293),nbt(GT.ToolStats,integer(a,8300),integer(c,8221),integer(j,128000))))) )
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Thanks again for support.
Multiple stack output works now perfectly (and very useful for multiblock structures, I can now ballance recipes for railcraft ovens and got exact number of blocks needed).
Prior to .606 version, I found issue with ToolOredict - it is not working properly if added in ihl-recipe.cfg - there is fire instead:
Before this version, there was also something wrong, if oredict was defined for tools which were not natively defined, for example <ore:craftingToolBore>.add(<ihl:item.ihlTool:9>);
oredict(craftingToolBore,1) was showing dark damage bar, whereas tools such tooloredict(craftingToolKnife,1) was displayed correctly.
Now the latter is shown as fire.PS. may I ask for adding 'nozzle' as possible crafting by sand mold casting, if it is not messy for the code?
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may I ask for adding 'nozzle' as possible crafting by sand mold casting
Sure. How much molten metal in millibuckets it takes to craft one? -
Sure. How much molten metal in millibuckets it takes to craft one?
Is it possible to have more than one ingot? If yes, let it be 864 (6 ingots) -
I forgot to tell you that I changed "tooloredict" API. Now it is "tooloredict(oredict_entry)" instead of "tooloredict(oredict_entry, amount)". But I add back compatibility now, so you don't have to change anything.
Recipe for nozzle already added, also now you can add casting recipe by yourself.
Here is example: -
If any item is registered in ore dictionary or item registry with name "prefixSuffix", where "prefix" - name of part (presented in this list) and "Suffix" is a name of metal - it is possible to made it by casting.
I have customitems:nozzlesteel, but casting is not working.
Are those names case-sensitive?
Unfortunately customitems mod force low-case names -
I have customitems:nozzlesteel, but casting is not working.
I made a terrible mistake. It should be:Quote from Foghrye4If any item is registered in ore dictionary or IHL item registry with name "prefixSuffix"
Sorry. Can you add "customitems:nozzlesteel" to ore dictionary using custom mod? If you can't I could provide necessary API for you in IHL. -
Can you add "customitems:nozzlesteel" to ore dictionary using custom mod? If you can't I could provide necessary API for you in IHL.
I can add it to ore dictionary using minetweaker, but I see no effects (still no recipe visible).
Probably because ihl is registering recipes before mt alterations.
customitems have no oredict optionsEDIT: I found another bug: fluidstack stopped worked (at least for workbench, didnt check other devices).
The problem occur for liquids, which are only supported by universal fluid cells (there is no problem with IC2 cells) - these liquids are ignored (there is no entry in NEI recipe).EDIT2: Nozzle casting is working! It is just not visible in NEI, but I poured molten steel and got it.
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mczapkie
Now you can add casting recipe for any fluid and any item if they are registered before IHL FMLPostInitializationEvent and they will be in NEI.
Thats how to use it:Codeaddrecipe ( injectionmold, recipeinput(fluidstack(water,100),itemstack(ihl:injectionMold,1,hash(diamond))), recipeoutput(itemstack(minecraft:diamond,1,0)) )
"hash" will convert argument into string hash.
It is necessary for casting recipes to contain itemstack damage matching "resultSuffix" string hash.I found another bug: fluidstack stopped worked (at least for workbench, didnt check other devices).
Iron workbench? Normal workbench? I don't get it, both of them does not support fluidstack input and never had. Iron workbench is not even a fluidtank. -
Now you can add casting recipe for any fluid and any item if they are registered before IHL FMLPostInitializationEvent and they will be in NEI.
Wow, great, I have already molten metals but named in form of liquidmetal, not moltenMetal, injectionmold saves me from adding unecessary duplicates, thank you.
Checked for titanium and brass nozzle, works.QuoteIron workbench? Normal workbench? I don't get it, both of them does not support fluidstack input and never had. Iron workbench is not even a fluidtank.
My fault, I didn't knew that it is not possible to use fluidstack for workbench, and I just realised, that I can use fluidcontainer instead.
Too bad, that these buckets are vanishing after use, is it intended? -
Too bad, that these buckets are vanishing after use, is it intended?
It's not intended. I just have no space in output slot to place them. Although I could add them to player inventory even without showing them in output slot. -
It's not intended. I just have no space in output slot to place them. Although I could add them to player inventory even without showing them in output slot.
Well, it makes sense to pop it into inventory, because regular ironworkbench output also behave like this.Another tack: are these resin sacks working properly? I attached them to the rubber tree, but they appear to be empty even after long wait.
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Another tack: are these resin sacks working properly? I attached them to the rubber tree, but they appear to be empty even after long wait.
I checked work of a sack at localhost server and it seems to work fine to me.
Be sure that all conditions are fulfilled:
1. There is a Hevea leaves attached to trunk.
2. Leaves is lit up (by sun or torches).
3. Last trunk block stays directly above a vanilla Minecraft dirt block.Could it be that related rubber tree is not an original IC2 Hevea tree but some other mods tree?
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I see now - I have no vanilla dirt im my world. When placed by cheats, it is working.
Any chance to check oredict blockDirt instead? I changed treetap recipe to more expensive and without sap I must change it back to the wooden thing. -
Any chance to check oredict blockDirt instead?
Sure thing. Done.
Also iron workbench now will return empty containers for fluidcontainer recipe input. -
Thank you, resin sack and iron workbench are working now perfectly.
BTW, it is hard to figure proper lathe configuration. I spend some time before found that this setup works:
(power and motor requirement make this searching worse).
I suggest to add lathe information to wiki.What is extruding mold for? It is working or just unfinished part?