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Everything posted by Shurgent
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Updated to version 0.2.3-A8 http://minecraft.curseforge.com/projects/tfctech-addon/files/2295766 Changelog: Changed update checker Changed Hevea spawn, added more spawn chance options in TFCTech.cfg Now you can set the base spawn chance value and spawn chance for every climatic conditions. For example, if you set spawn chance configuration like this: # Hevea spawn base chance. 0 = no trees. [range: 0 ~ 100, default: 0] I:HeveaSpawnChanceBase=0 # Hevea spawn chance increment in ideal climate. [range: 0 ~ 100, default: 15] I:HeveaSpawnChanceIncIdealClimate=1 # Hevea spawn chance increment when EVT value within range 0-2. [range: 0 ~ 100, default: 1] I:HeveaSpawnChanceIncIdealEVT=0 # Hevea spawn chance increment when rainfall value within range 1500-2000. [range: 0 ~ 100, default: 5] I:HeveaSpawnChanceIncIdealRain=0 # Hevea spawn chance increment when average biome temperature within range 25-30. [range: 0 ~ 100, default: 5] I:HeveaSpawnChanceIncIdealTemp=0 # Hevea spawn chance increment when rainfall value within range 500-1500. [range: 0 ~ 100, default: 1] I:HeveaSpawnChanceIncRain500=0 Then the Hevea trees will spawn only under ideal climatic conditions* and very rare. * Ideal climatic conditions - this is ideal temperature, ideal rainfall and ideal EVT together.
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I decided to review the algorithm for generating the Hevea. Wait for the next update on weekend.
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I'll try to explain how Hevea tree spawn works... https://github.com/Shurgent/TFCTech/blob/master/src/main/java/ua/pp/shurgent/tfctech/worldgen/WorldGenHevea.java#L69 Hevea tree spawn chance is calculated: 1% + <ideal temp chance> + (<ideal rainfall chance> OR <rainfall 500 to 1500 chance>) 'evt' value must be in range 0 to 2, otherwise trees will not spawn. Ideal temp: 25-30 Ideal rainfall: 1500-2000 The lower chance value you set, the more rarely will spawn Hevea. If set to 0, then this climate condition will not affect the spawn chance. You can set all three chance options to 0, then Hevea will spawn with chance of 1%. Probably later I'll make spawn chance settings more flexible.
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Just keep in mind that the already generated empty rocks will remain empty. But new rocks must be generated normally.
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https://github.com/Shurgent/TFCTech/commit/6c8211a344dfb8f0e673412c53933ece4f7819b6 There was a bug in WorldGenBauxiteRocks.java I lost sight of that moment when the getCoreSample method returns null. TileEntity for loose rock created, but when getCoreSample method returns null, nothing is placed into container and TileEntity remained empty. I've fixed it, and now if the method returned null, then TileEntity not set in the world.
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Mod updated to version 0.2.2-A7 http://minecraft.curseforge.com/projects/tfctech-addon/files/2295123 Changelog: Fixed bauxite small rocks world gen bug (I hope so) Added Hevea Trees spawn chance options in TFCTech.cfg
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I think I found the reason and guess why this bug does not occur for all players. Now I will try to fix ...
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TFCTech adds Bauxite Ore spawning settings into the TFCOre.cfg file (bauxite and "bauxite surface" sections). Hevea Trees spawning depends on a climate (average biome temp, rainfall). Ideal conditions: Average temperature: 25-30 Rainfall: 1500-2000 Under ideal conditions, Hevea spawning quite often. Probably it is necessary to make Hevea spawn chance adjustable... As for the problem: I'll try to reproduce this problem as soon as I will have time for it. I'll try to figure it out. But I remind you again that the mod in deep alpha and requires thorough testing before adding it to the public modpack.
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Cryolite is original TFC 'redstone' ore. Grind it in grindstone and you get redstone dust. I thought it would be useful for modpack makers and I add variable options for units in config file. You're wellcome )))
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Currently, such option is not provided.
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As planned, it should be used so as TFC metal sheets. So far, it could not craft and are not used. The plates are designed as a cheaper replacement of TFC metal sheets, but they can only be crafted in the machines. If creation of one single metal sheet requires two metal ingot, while only one ingot is required to produce a single plate. I plan to make a metal plates in Immersive Engineering Metal Press.
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You're wellcome
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There is an option in TFCTech.cfg # Set to false to show hidden items in NEI. B:EnableNEIHide=true Try this.
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My pipes extends original BC pipes and include their functionality. So, it can be used with LP. Also it can connect with original BC pipes existing in the world. But, again, I believe that LP can also put prohibited items in chests and barrels. Therefore, most likely, I will remake them too.
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The fact that my mod is not designed to add to the existing worlds, because it adds the generation of bauxite and rubber trees. As for the pipes, then I went on the way to improve the quality. My pipes are not simply changing the recipes and textures, they work properly with TFC chests and barrels. As I wrote, the original BC pipes can put prohibited items in chests, and my pipes does not allow to do so. Also do not forget that mod is still WIP and is not recommended for use on production servers. I published it only in order to allow people to test new features, find bugs, to express their wishes, etc.
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It's a pity. Unfortunately, I can not make a crossover mod without changing the recipes. Especially it concerns of pipes, as I completely replaced the original pipes with my own.
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Yes, my fault, I forgot to add nuggets to TFC crafting handler. Thanks for bug report! )) Fixed.
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Ever since I last played with IE, it got a lot of new stuff. I have yet to explore IE a little deeper, before I start to think how I would integrate it. Therefore, it is difficult to say now something concrete about this. I can only say that I want to make the process of machine processing of ore interesting and quite complex. But at the same time by machine processing should be obvious bonuses, otherwise why all these machines are needed )) Perhaps, in addition to dust, I will add more additional items that would be involved in the process of ore processing. Again, it is necessary to come up with an interesting way of refining bauxite into aluminum. As far as understanding what I want, I will share my thoughts here. Unfortunately, I can not allocate a lot of time writing mod, because I have to work hard to support my family. So I'm afraid you'll have to wait quite a long time until I write it By the way, did you look TFCTech.cfg? There are tuning of amount of metal in a dust, in nuggets etc. It can be useful for you.
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Hi! Build 0.2.0-A5 released! You can get it at CurseForge. No progress yet. Just melting of bauxite into aluminum. When I deal with Immersive Engineering integration, I will think, that can be done in this direction.
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Unfortunately, not yet. BC pipes extract from crucible everything in succession without an analysis. But I think about it, and, most likely, these functions will perform Striped Pipe that is currently disabled. But it will be in one of future builds.
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Thank you for your interest in my mod! Regarding the status of 85%: most of the modules are already integrated, but I'm stuck on the integration of BC Robotics. I need, or to teach them to work with TFC, or to refuse to support them.As for the pipes, then there is a problem. Only the transport pipes can work with barrels and liquid pipes are not connected to them. However my pipes work properly with the chests and barrels. Original Buildcraft pipes can put forbidden items into chests and barrels, such as logs, weapons, tools, etc. But my pipes do not shove everything in the chests ))I do not see the problem is to use BC tanks instead of barrels for storing liquids with the possibility of connecting the pipes. But if there will be many requests from users, then I will add possibility to connect liquid pipes to barrels in one of future releases.In the near future I probably will release the next alpha build with integrated Bildсraft. I will appreciate if you will test it thoroughly and give me feedback.The next step will be the integration of IE.
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No, support of this mod is not planned. But I would not mind to add support for what some steam engines in my mod. Maybe I'll find a suitable mod, and perhaps add my own steam engines. I still think about it.
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Hi! Another small report Added Glue (bone glue, animal glue) as substitution of Slime. An animal glue is an adhesive that is created by prolonged boiling of bones in dixie.
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Yes, I will add it. Probably not the entire mod, but only wires, logic and lamps.
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Maybe one day. In general, support of magical mods was not planned.
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