apparently when i use the option to hide pfaa the game crashes no matter what. Is there a means to fix this? It worked in old days but a few versions ago it stopped working and i haven't really played mc since
Posts by EmperorHadriusIII
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may i see the swamp ores a pic? Very busy with college and all and id love to see what they look like. Mud ores nice. Dirt too? Always hated that 2 layers of dirt that dont allow anything
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isnt it easy to just make a new entry into the code though? Many of them are also very similar to each other. Colored diamomds and beryl are all very similar with small impurities
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anyway we can get some new materials similar to tbe ones i recommended. My proffesor told me that we arent doing advanced stuff in programming. I think i left the mod mostly done but i dont know why it doesnt work. Darn these codes. Also the clay seems a cool addition as well, perhaps we can get some mineral clays that spawn inside clay areas as viens?
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Won't be worming on mod until maybe Monday. I just gotta catch em all
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so close to fixing add on errors
yo bear you know anything about making an addon?
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not sure if this is a bad idea but the vast majority of possible does are active in my config. Including nikolite, teslatite and electroine
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good i removed those 2 things then anyways. I'm gonna try to actually compile it after lunch. Now i'm wondering how to get this mod online. Could we get an addon page on the website?
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so this right here is unnecessary?
addItem( 0, "Tiny Pile of Sylvanite Dust" , "", gregapi.data.OP.dustTiny .dat(tSylvanite));
addItem( 1, "Small Pile of Sylvanite Dust" , "", gregapi.data.OP.dustSmall .dat(tSylvanite));
addItem( 2, "Sylvanite Dust" , "", gregapi.data.OP.dust .dat(tSylvanite));
addItem( 3, "Sylvanite Nugget" , "", gregapi.data.OP.nugget .dat(tSylvanite));
addItem( 4, "Sylvanite Chunk" , "", gregapi.data.OP.chunkGt .dat(tSylvanite));
addItem( 5, "Sylvanite Ingot" , "", gregapi.data.OP.ingot .dat(tSylvanite));
addItem( 6, "Sylvanite Plate" , "", gregapi.data.OP.plate .dat(tSylvanite));
addItem( 7, "Sylvanite Rod" , "", gregapi.data.OP.stick .dat(tSylvanite));
addItem( 8, "Sylvanite Ring" , "", gregapi.data.OP.ring .dat(tSylvanite));
addItem( 0, "Tiny Pile of Tiemannite Dust" , "", gregapi.data.OP.dustTiny .dat(tTiemannite));
addItem( 1, "Small Pile of Tiemannite Dust" , "", gregapi.data.OP.dustSmall .dat(tTiemannite));
addItem( 2, "Tiemannite Dust" , "", gregapi.data.OP.dust .dat(tTiemannite));
addItem( 3, "Tiemannite Nugget" , "", gregapi.data.OP.nugget .dat(tTiemannite));
addItem( 4, "Tiemannite Chunk" , "", gregapi.data.OP.chunkGt .dat(tTiemannite));
addItem( 5, "Tiemannite Ingot" , "", gregapi.data.OP.ingot .dat(tTiemannite));
addItem( 6, "Tiemannite Plate" , "", gregapi.data.OP.plate .dat(tTiemannite));
addItem( 7, "Tiemannite Rod" , "", gregapi.data.OP.stick .dat(tTiemannite));
addItem( 8, "Tiemannite Ring" , "", gregapi.data.OP.ring .dat(tTiemannite));
so these files
final gregapi.oredict.OreDictMaterial Chrysoberyl = gregapi.oredict.OreDictMaterial.createMaterial(32766, "Chrysoberyl", "Chrysoberyl"); // Creates a Material called "Chrysoberyl".
Chrysoberyl.setTextures(gregapi.render.TextureSet.SET_EMERALD); // gives this Material the Metallic Texture Set.
Chrysoberyl.setRGBa(200, 255, 0, 100); // Sets the RGBa Color of the Material. In this case some random blue Color.
Chrysoberyl.add(gregapi.data.TD.Processing.SMITHABLE); // This Material is smithable like regular Metal things.
Chrysoberyl.add(gregapi.data.TD.Processing.MELTING); // This Material can melt.
Chrysoberyl.add(gregapi.data.TD.Processing.FURNACE); // This Material can be molten in a regular Furnace.
Chrysoberyl.add(gregapi.data.TD.Processing.CENTRIFUGE); // This Material can be centrifuged to recycle it.
Chrysoberyl.add(gregapi.data.TD.Compounds.DECOMPOSABLE); // This Material can be decomposed in general.
Chrysoberyl.add(gregapi.data.TD.ItemGenerator.G_GEM_ORES_TRANSPARENT, CRYSTAL, BRITTLE, DECOMPOSABLE, UUM);
Chrysoberyl.setStatsEnergetic(1506, 2070); // This Material melts at 2000 Kelvin and Boils at 4000 Kelvin.
Chrysoberyl.setMcfg( 0, Be , 1*U,Al , 2*U, O , 4*U,) ; // This Material consists out of one Unit of Steel.
Chrysoberyl.setOriginalMod(MOD_ID, MOD_NAME); // Gives your Mod the credit for creating this Material.
Chrysoberyl.aspects(gregapi.data.TC.METALLUM, 3); // Thaumcraft Aspects related to this Material.
are good enough to handle machine parts, test tubes and literally everything else that something like yellow sapphire involves
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The following list of things need To be done for all materials to some extent? I know the (YellowDiamond.add(gregapi.data.TD.ItemGenerator.G_GEM_ORES_TRANSPARENT, CRYSTAL, BRITTLE, DECOMPOSABLE, UUM); adds the gems, so if i'm not mistaken now i have to use the following list with all 50 materials?
addItem( 0, "Tiny Pile of Examplium Dust" , "", gregapi.data.OP.dustTiny .dat(tExamplium));
addItem( 1, "Small Pile of Examplium Dust" , "", gregapi.data.OP.dustSmall .dat(tExamplium));
addItem( 2, "Examplium Dust" , "", gregapi.data.OP.dust .dat(tExamplium));
addItem( 3, "Examplium Nugget" , "", gregapi.data.OP.nugget .dat(tExamplium));
addItem( 4, "Examplium Chunk" , "", gregapi.data.OP.chunkGt .dat(tExamplium));
addItem( 5, "Examplium Ingot" , "", gregapi.data.OP.ingot .dat(tExamplium));
addItem( 6, "Examplium Plate" , "", gregapi.data.OP.plate .dat(tExamplium));
addItem( 7, "Examplium Rod" , "", gregapi.data.OP.stick .dat(tExamplium));
addItem( 8, "Examplium Ring" , "", gregapi.data.OP.ring .dat(tExamplium));
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Just noticed, you may have copied some wrong things. Gems are not supposed to be Smithable. for example, and there is way more issues of the same sort.
i will fix this. However there are exceptions to this that were intended
while cassiterite was sometimes used as a gem. However Gregonite, cuprite (love the look and isn't poisonous like lead) and Constantinite were actually intended to be Smithable on top of being gems. However the rest of my materials were fully intended to either be one or the other. Thank you for correcting me on this.
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Looks good or no? The stuff i made so far for the 50 material addon
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Decided the first add-on will have 50 new materials
some are very similar and can be split into groups while others are unique.
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i'll finish it tonight after 9 (sundown)
Got most resources done, Although i'm slightly confused with the dust stuff.
was the byproduct list i sent you good or no?
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For some apparent reason my addon isn't working is there a way you could help me fix so it actually works, i'm very sure the mistake is very small so it really shouldn't be hard to do a small fix. Just a small error in one or two of the lines in eclipse. Perhaps someone could try to fix and patch this for me and send it back to this email if possible
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I tried to compile the mod and i got some sort of error for some apparent reason
This is the mod in .txt file form rather than .java. For whatever reason it isn't decompiling
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Is there support for hardcore ender expansion sphalerite?
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i did the basic set up thing and i'm not sure what to do at this point. Thank God BloodAsp has a Github. I'm gonna just reverse engineer what he
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they have it written down somewhere, i will prob use my mothers although today i got work at 630.
Regardless I really don't know java. I feel confident with an addon if it was pre-done so all i had to do was compile considering the literal only thing i know how to do is edit new material file.
I would ask blood asp what he did but i haven't been able to contact him. Anyways i think i found the wire to my old laptop but its locked behind some door downstairs (the door has a window)
When literally everything i need is in the damn basement
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use custom ore gen in like the nether or something and have those resources generate in their raw form