loaded up .612 with no config to regen it and there still is no I:explosionVectorSizeBits=
I looked through it and searched with nothing about vector or exsplosions that I can see. http://pastebin.com/iQ15L4Hw
any idea why?
[IC2 Exp][1.7.10] IHL Tools & Machines
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bear989
It's in a 0.613. -
ohhhhhh ok
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Just something I found in my Logs when IHL is installed
WARNING: Missing Item for shaped Recipe: IHL ACE
PGP
GCG
GLG
P
null
G
1xtile.glass@0
C
1xgt.multitileentity@28723
L
1xic2.blockMachine@12
WARNING: Missing Item for shaped Recipe: IHL ACE
PGP
GCG
GLG
P
null
G
1xtile.glass@0
C
1xgt.multitileentity@28673
L
1xic2.blockMachine@12
WARNING: Missing Item for shaped Recipe: IHL ACE
PGP
GCG
GLG
P
null
G
1xtile.glass@0
C
1xgt.multitileentity@28773
L
1xic2.blockMachine@12
Error: Recipe has less than the minimal amount of Input ItemStacks!
at ihl.IHLMod.loadGT6Recipes(IHLMod.java:1476)
at ihl.IHLMod.postInit(IHLMod.java:390) -
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good catch, I fixed that one on my side. However this other one you overlooked is still there:
Error: Recipe has less than the minimal amount of Input ItemStacks!
at ihl.IHLMod.loadGT6Recipes(IHLMod.java:1476)
at ihl.IHLMod.postInit(IHLMod.java:390) -
Thanks. Probably fixed.
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the the sap bucket still gets taken when used on a coagulator, also the timing set really fast and you greg had nerf'd sticky resin to 1 rubber bar per sticky resin so 5 bars from one sap bucket seems a bit much, hope this helps the compat between the two mods.
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Bear you said it in a confusing way. The Sap Bucket does not have a Container Item, aka Empty Bucket, meaning it gets used up by anything.
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The Sap Bucket does not have a Container Item, aka Empty Bucket, meaning it gets used up by anything.
I'm sorry, same as for gases I have no idea how to fix this.
Here is how I am doing things:
A code which is adding a bucket for rubber tree sap in preInit stage if IHL:Codeif(type.haveBucket) { Item bucket = new ItemBucket(block).setTextureName(IHLModInfo.MODID+":bucket_"+type.fluidName).setUnlocalizedName("bucket_"+type.fluidName).setCreativeTab(IHLCreativeTab.tab); GameRegistry.registerItem(bucket, "bucket_"+type.fluidName); FluidContainerRegistry.registerFluidContainer(instance, new ItemStack(bucket), FluidContainerRegistry.EMPTY_BUCKET); }
A code to check fluid containers (in a second slot of "Ore dictionary item scanner"):Code
Display Moreif (this.itemsSlot.get(1) != null && this.itemsSlot.get(1) != lastItem) { this.oreDictionaryEntries.clear(); FluidStack fluid = null; this.oreDictionaryEntries.add("Fluid related item type:"); if (this.itemsSlot.get(1).getItem() instanceof IFluidContainerItem) { this.oreDictionaryEntries.add(" IFluidContainerItem"); fluid = ((IFluidContainerItem) this.itemsSlot.get(1).getItem()).getFluid(this.itemsSlot.get(1)); } else if (FluidContainerRegistry.isContainer(this.itemsSlot.get(1))) { this.oreDictionaryEntries.add(" FluidContainerRegistry entry"); if (FluidContainerRegistry.isBucket(this.itemsSlot.get(1))) { this.oreDictionaryEntries.add("This is bucket."); } else { this.oreDictionaryEntries.add("This is not a bucket."); } ItemStack emptyContainer = FluidContainerRegistry.drainFluidContainer(this.itemsSlot.get(1)); if (emptyContainer != null) { this.oreDictionaryEntries.add("This container could return empty container:"); this.oreDictionaryEntries.add(" " + emptyContainer.getDisplayName()); } else { this.oreDictionaryEntries.add("This container has no empty version."); } fluid = FluidContainerRegistry.getFluidForFilledItem(this.itemsSlot.get(1)); } else{ this.oreDictionaryEntries.add(" none"); } if (fluid != null) { this.oreDictionaryEntries.add("Internal fluid name:"); this.oreDictionaryEntries.add(" " + fluid.getFluid().getName()); this.oreDictionaryEntries.add("Fluid class:"); this.oreDictionaryEntries.add(" " + fluid.getFluid().getClass().getName()); this.oreDictionaryEntries.add("Fluid id:"); this.oreDictionaryEntries.add(" " + fluid.getFluid().getID()); this.oreDictionaryEntries.add("Fluid still icon:"); if (fluid.getFluid().getStillIcon() != null) { this.oreDictionaryEntries.add(" " + fluid.getFluid().getStillIcon().getIconName()); } else { this.oreDictionaryEntries.add(" <missing icon> "); } this.oreDictionaryEntries.add("Fluid flowing icon:"); if (fluid.getFluid().getFlowingIcon() != null) { this.oreDictionaryEntries.add(" " + fluid.getFluid().getFlowingIcon().getIconName()); } else { this.oreDictionaryEntries.add(" <missing icon> "); } }
A result of such check:
Gregtech version: gregtech_1.7.10-6.04.07bear989
Coagulator recipe in nerfed. Slower 4x times, also give out 22 time lower amount of rubber per bucket. -
try either doing "setContainerItem(new ItemStack(Items.emptybucket))" or return that stack in getContainerItem() on the Item. This is basic vanilla functionality for Buckets.
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Bear just notified me that your Workbench uses OreDict improperly. Let me guess, for the Inputs you put a Stack, scan all of its Oredict Entries and then let it be replaced by any of the Items inside those Entries. This has weird Side Effects like being able to substitute Graphite with Gray Dye in your Workbench, even though it is only supposed to use Graphite equivalents in those IHL Recipes, simply because Graphite can be used as Gray Dye in normal Crafting Recipes.
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GregoriusT Exactly. At first I was using only RecipeInputItemStack. In time I realize that I need to use to RecipeInputOreDict as well there was already a huge amount of old entries. Of course, all new recipes are registered in a proper way.
I could rewrite all recipes, which involve graphite, just don't want to rewrite them all.
bear989
Only graphite cause troubles? -
Water Cells have it too, they are repalceable with water buckets if gt is installed due to one of my additional oredict entries.
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porcelain bath, chiney, ring, lamp holder, and insulator, and Gaedes pump barrel & chemical rest. oven gives cell back, presipatator/condensor gives cell back rather than the proper container
rectifier/transformer unit only gives 1 cell back with 2 in
vacuum induction melting furnace 144 cells in 0 out -
Unrelated to the IHL Workbench: The regular Vanilla-Crafting Recipe for Procellain Dust is non-oredict btw. You did add an OreDict variant of it but forgot to remove the non-oredict one.
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graphite was the only issue I have seen so far, I will keep looking and let ya know. hopefully that list i made earlier made sense, I wrote it while streaming so I was rushing a bit.
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Phew. *wipes a sweat from his forehead*
Thats probably all recipes for now. -
Is the "gyubnera" ore equivalent to wolframite?
When I put it in google the first one popped out is this thread