"The User can easily fix it by basically MineTweaking the Recipe using the Config File", does not change that the User has to figure out the Config File to fix a broken Default, not to mention that it wont work on Servers, if the Server Owner is a lazy bastard.
Posts by GregoriusT
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Chocohead, you do know that the Function in the Interface gets obfuscated, right? the getWorldObj function in the IC2 Crop API overlaps with a function inside the vanilla TileEntity Class, meaning it is impossible to call it at all, using the Interface. This can only be fixed by renaming the Function inside the Interface and there is no way around it.
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people keep it disabled because it spams them whenever they sleep. They get a ton of those books for no reason. You should just make it craftable instead.
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That does fix the main issue indeed, but the recipe system might get issues due to doing that. That is why I suggested to remove that thing entirely like I did in GT6, since it doesnt serve any purpose whatsoever if it is done the proper way. And I have people who are up to date, talk about testing out this issue right now, so maybe something was missed there.
And the Version they run is up to date and has this Patch that you mentioned, yet still http://i.imgur.com/bg5FyUY.png happens on Clients, meaning onServerStarted is never called, when you join a Server, meaning you have to reboot your Client after a while.
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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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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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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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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 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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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) -
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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Does your Bucket of Rubber Tree Sap happen to have a Container Item aka Empty Bucket? I saw Bear rightclicking with that Bucket and the Bucket deleted itself, what is quite expensive for an Iron Bucket.
Also for the GT6 Coagulator you have to use a "Voltage" of 0, since it is a Time based Machine, which takes no Power, so aEUt has to be 0.
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Some Mod does a setGaseous(false) on those 5 Fluids. I have no Idea which Mod it is. I fixed it whenever my Fluid is the one that takes priority.
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This wonders me too, I have no idea how that happens. Right now I am testing if it is some weird interaction doing that.
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I found the 5 gasses that IHL registers as Liquids by accident:
Chlorine
Hydrogen
Air
Nitrogen
Oxygen -
Good Question. In GT 6.04.05, the Fluid Display Item showed the State of the Fluid according to the Function. The Vapour Stuff had the gaseous State right, but Hydrogen, Oxygen, Nitrogen and some other elemental Gasses (which all happened to be in GT5) did not label as Gas properly with IHL installed, even after I called the "setGaseous(true)" on those Fluids myself, so I doubt your fix will work either. Maybe you overwrote the Function or H, N, O and others aren't considered Gasses for your "type" variable?
Note, that in later Versions I don't trust the isGaseous Function anymore and use a HashSet with Fluid Names known to be Gasses instead, wherever applicable while only defaulting to its return value if nothing has been found.
Btw, I said it wasnt just the Electrolyzer that lacked the Arrows, the Injection Mold and the Precipitator/Condenser lacked it too.
Another thing I noticed recently:
Na2SO4 = SodiumSulfate (wrongly labeled as NaSO4 in the Tooltip)
Na2S2O8 = SodiumPersulfate (shortens out to NaSO4, might be what you want it to actually be, unless the label was just a typo). -
Bug:
The Lab Electrolyzer NEI plugin has no "Recipes" Arrow in the GUI that shows all recipes that are doable in the Electrolyzer. Same goes for the Injection Mold and the Precipitator/Condenser.
Also in a lot of cases the "Recipes" area is not where the Output Arrow of the Recipe is, nor on anything that is similar. For example I would put the "Recipes" Overlay inside the Bronze Tub for the Bronze Tub, or in case of the Reactors I would put it on the "Tanks" inside the GUI.
Edit: Another Bug:
Your Gas Fluids aren't actual Gasses, they are Liquids according to the Fluid. A "setGaseous(true)" is needed on the Fluids. Especially Hydrogen and Oxygen.