Have you seen the Ender IO from Ender IO?
It is usable as a camera, among other things.
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To use fluids in Minetweaker, first find a container of the needed fluid in game and look for "fluid registry" its uses. If you cannot find it, then check NEI (addons) options/configs. then in the "fluid registry" hover over the box and record the fluidname in the tooltip. Finally, in your script type:" <liquid:fluidName> ".
<appliedenergistics2:tile.BlockQuartzGlass * 4>
this should be <appliedenergistics2:tile.BlockQuartzGlass> * 4 i.e. the "* 4" goes outside the ">".
I usually compress logs into .zip or just change the file extension to .txt and use the "Attachments" in the reply section (near smilies).
However I am on a mac...But these should still work
Thank you very much for your detailed reply!
I am not at all familiar with the scripting language used by Minetweaker so I welcome working examples.
See Mods Get Gregged for many working examples of scripts, and MineTweaker for the official site.
I see that you replaced "gregtech:liquid_drillingfluid" with "liquid:liquid_drillingfluid". I assume that "gregtech" and "liquid" are classes or some other data structures containing objects (or whatever else items and liquids are saved as).
There are 3 types of definers items, oreDictionaries and liquids.
Information is gotten via pressing (fn)+f3+H or using some NEI options and hovering over an item.
Items are in the form <mod:item:meta> where
- mod is the code mod name of the mod adding the item (in this case minecraft is considered a mod) i.e. "minecraft", "gregtech", "IC2", etc.
- item is the code name of the item i.e. "stone", "gt.metaitem.01", "itemRecipePart", etc.
- meta is the variation number, which is optional and defaults to 0, or could be "*" which means "any variation" when used as a recipe input.
oreDictionaries are in the form <ore:name> where
- ore says this is an oreDictionary and
name is the name of an oreDictionary, which are usually typeSubtypeMaterial
liquids are in the form <liquid:name> where
- ore says this is an liquid and
- name is the name of a liquid, which have no standardization.
You also replaced "dustStone" with the metaitem ID. Is this always necessary? or is this good practice?
Actually, it is generally best to use <ore:item> for item inputs and <mod:item> for item outputs, while all fluid(liquid/gas) are <liquid:name>.
And, while I'm at it, is it possible to remove or change recipes?
Most (if not all) functions called "addRecipe" taking a recipe output and some inputs, have a "removeRecipe" that takes recipe output (optionally with recipe inputs) which removes all recipes with that output (and inputs) of that type.
wisps and some robed figured bad guys attacking me
That is Thaumcraft, and those mobs only spawn near obsidian pillars at night.
Greg Extras as well as Galatic Greg
You might want to find the GT5 versions, the GT6 versions would be incompatible, and I believe Greg Extras functionality is implemented in GT5U.
And it would probably be better to filter power through a batbox/CESU/MFE/Battery buffer.
The squeezer cannot take power, thus the recipe you add for "fluidrubbertreesap" cannot be performed.
Also, from what i can see, "fluidrubbertreesap" is equivalent to GT "latex", and should be unified.
Dark Iron and Dark Steel are two different things afaik.
Not in EnderIO, 6 "Dark Steel" makes 16 "Dark Iron Bars".
I think they thought the general case was "Iron Bars" not "Bars" and didn't want to have "Dark Steel Iron Bars"
1 Soularium = 1 gold + 1 Soulsand(or components thereof)
1 Electrum Flux = 1 Electrum + 2 Redstone
4 Enderium Base = 2 Tin + 1 Platinum + 1 Silver
Electrum Flux is the only one you have a itemset for.
Enderium Base is there because the EnderIO Alloyer only accepts 3 item types.
Dark Iron has bars, ladders, a grinding ball and an anvil.
Oddly, the bars are called "Dark Iron Bars" and are in "barsIron"
Writeup by Ore Dictionary
1 Phased Iron = 1 Iron + 1 Enderpearl
1 Electrical Steel = 1 Iron + 1 coal + 1 Silicon
?= 1 steel + 1 Silicon (+ ? coal)
1 Conductive Iron = 1 Iron + 1 Redstone
1 Energetic Alloy = 1 gold + 1 Redstone + 1 glow-stone
1 Phased Gold = 1 Energetic Alloy + 1 Enderpearl
1 Dark Steel = 1 Iron + 1 coal + 1 Obsidian
?= 1 steel + 1 Obsidian (+ ? coal)
1 Redstone Alloy = 1 Silicon + 1 Redstone
Then letting you know that the EnderIO alloying and storage blocks are not integrated.
All previous problems have been resolved.
However how is it possible to add temperature to "sCrucibleAlloying" recipes?
Let me clarify iron is showing up NEI as greg-err-001 and I cannot craft anything related to to several mods with it. How do I even narrow down the culprit to report and any chance I can fix this on my own?
The error items only appeared in NEI and didn't effect gameplay any when I saw them, however to find the reason for the error, find a recipe outputting the error Item in NEI, and remove mods till the recipe disappears, to find the mod adding the recipe and report to them. As Far as I Know.
Greg Tech 6
FYI, Immersive Engineering electric blocks are incompatible with >=GT6.01.xx
Updates for the GT6 scripts.
Immersive Engineering is incompatible with >=GT6.01.xx and thus the script is incomplete.
There are some configs too.
I don't know if the Addon already updated to that Change, when I mentioned that there is a Map of Recipe Maps, but it is actually "gt.recipe.coagulator".
I think that the addon looks up the Recipe Maps every run, but there is a list on gist that hasn't updated.
Edit: Greg, thanks, but "gt.recipe.coagulator" doesn't work either.
I got that to work, but "'sCoagulatorRecipes' is not found in gregapi.recipes.RecipeMapcipeMap"
Now, I am trying to use the fluid functionality and am getting this:Code
a method available but none matches the parameters (string, bool, int, int, long, minetweaker.item.IItemStack, minetweaker.liquid.ILiquidStack, minetweaker.liquid.ILiquidStack, minetweaker.item.IIngredient)
The relevant parts of the script:Code
import minetweaker.item.IItemStack; import minetweaker.item.IIngredient; import minetweaker.liquid.ILiquidStack; import minetweaker.oredict.IOreDictEntry; import mods.MTUtilsGT; val Water = [<liquid:water>] as ILiquidStack; val Lube = [<liquid:lubricant>] as ILiquidStack; val FNull =  as ILiquidStack; MTUtilsGT.addCustomRecipe("sCutterRecipes", true, 16, 96, , [CreosoteWood], Water, FNull, [CreosoteSlab * 2] as IIngredient); //- MTUtilsGT.addCustomRecipe("sCutterRecipes", true, 16, 24, , [CreosoteWood], Lube, FNull, [CreosoteSlab * 2] as IIngredient);
nuclear control's information panels, which are not compatible with buffers.
They are, use a "GT sensor", if you search NEI you should find it.
emitting redstone signal on certain power level.
One of the GT covers should do the job, but I forget which, and the screwdriver setting depends on what exactly you're looking for.
I'm going to use IC's MFE atm but i don't want to. If so is there a way to convert IC2 eu from MFE to GT5 eu?
Thank you very much.
GT transformers do this, use one of the same voltage or a level higher.