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equivalent-exchange-3's Issues

ItemIds are not offset by 256

For some reason every mod offsets the itemId in the configuration file up with 256(Maybe to make place for the blockIds?), except EE3, which places the items at the ids it promises.
I believe this should be investigated, what's usual and what should EE3 do.

initPortableSmeltingRecipes dependant of mod loading order

The method initPortableSmeltingRecipes in RecipesTransmutationStone is called during Init. Since most mods make their smelting recipes in the Init, the recipes of mods loaded after EE3 are not added to the portable smelting. It would be better if it was done after every mod is done adding their recipes, for instance in the Post-init
Also, if, for some reason, the smelting result is an ItemStack of an Item that does not exist, it ends up in NPE on RecipeHelper.addSmeltingRecipe

Infinite automatic crafting with minum stone

Using pre1.

Problem: Using the minum stone with automatic crafting tables (from buildcraft) does not use up durability of minum stone.

Steps to reproduce:

  • Setup a crafting table with connected chest and (redstone) engine pulling out of crafting table (to chest).
  • Place a new minum stone and 4 stacks of cobblestone in automatic crafting table
  • Place a new minum stone (and optionally more stacks of cobble) in connected chest.
  • Notice neither minum stone is being used up, while flint is being crafted.

Additional Transmutation Recipe Suggestions

Background:

I love Sky Block type maps, it is probably the challenge of starting with nothing and building something cool that keeps me coming back.

I also love playing with mods, particularly IC2, Forestry, Buildcraft, EE2, etc..

The Problem:

In order to use most of the major mods, various additional ores are needed.

To use mods in a Sky Block setting the additional materials have to be provided somewhere in the map, this usually takes the form of extra islands or chests that the player must build a bridge to.

This is not a challenge, just an exercise in holding down SHIFT.

In 1.2.5 minecraft I usually use EE2 to solve the resources problem, but that still needs sufficient "examples" to teach to a transmutation tablet to get started. These recipes will allow lots of useful challenges without giving the player chests full of materials

A Partial Solution:

I was looking at the transmutation recipes in craftguide and I realised that EE3 can be used on even the classic Sky Block map to get most Vanilla materials even starting with nothing but the standard map and an inert stone.

Unfortunately there is no way to get certain materials, the most important being redstone, without which automation is not possible.

There is no way to get ores like copper, silver, lead, tin, etc, without which most tech mods are useless.

Full solution:

I have worked out some additional transmutation recipes which should enable almost the full range of both vanilla and mod gameplay starting with a bare minimum of materials (possibly no more than 1 bedrock, 1 chest, 1 dirt, 1 sapling, 1 sugar cane, 1 inert stone and for the wimps a bone):

All recipes require a transmutation stone.

Ores--

1 iron ingot + 1 smooth stone --> 1 iron ore
1 iron ore + 1 smooth stone --> 2 copper ore (this makes copper a bit more expensive than EE2)
1 iron ore --> 1 tin ore
2 iron ore --> 1 silver ore
4 iron ore --> 1 lead ore
8 iron ore --> 1 gold ore
2 gold ore --> 1 lapis ore
3 gold ore --> 1 emerald ore
4 gold ore --> 1 diamond ore
2 diamond ore -- 1 tungsten ore (if redpower installed)

No need for reverse recipes and no nead to transmute vanilla metals directly to mod metals (which is too easy).

Fuels--

4 charcoal <--> 1 coal (reversible recipe)
1 coal + 1 smooth stone --> 1 coal ore
1 coal ore --> 1 redstone ore
1 redstone ore --> 1 nikolite ore (if Redpower installed)
4 glowstone (block) --> 1 uranium ore (makes uranium a bit more expensive)

Food-- (cycles)

seeds --> pumpkin seeds --> melon seeds --> seeds
potato --> carrrot --> Sugar cane --> cactus --> red mushroom --> brown mushroom --> potato
leather --> raw beef ---> raw pork chop --> raw chicken --> raw fish --> leather

Mob Drops--

1 spider eye <--> 4 slime ball
4 arrow --> 1 feather
8 rotten flesh --> 1 leather
2 gunpowder --> 1 glowstone dust
2 glowstone dust --> 1 blaze powder

Nether--

1 sand + 1 bonemeal --> 1 soul sand
7 smooth stone + 1 magma cream --> 7 netherack (much more expensive than EE2)

Water and Lava--

1 bucket + 7 slime balls --> 1 bucket of water
1 bucket + 1 magma cream + 1 smooth stone --> 1 bucket of lava (much more expensive than EE2)

Balance:

I wanted to get away from the convert anything into anything else of EE2 which makes it too easy and boring, why build a farm if you can just condense food?

The one-way recipes mean that a bit of thought is needed to ensure that the desired end product is obtained.

Obviously, a player can abuse macerators, rock crushers, pulverisers and enchantments to create infinite materials, but anyone really worried about that probably thinks cobble generators and bonemeal are OP.

This started when I thought "I could build an auto cobble gen and tree farm if only I could get a piston or three, now how do I get redstone?"

Crash...

It's a my compilation error or ... else ?
java.lang.TypeNotPresentException: Type ee3.common.core.handlers.PacketHandler not present
at sun.reflect.annotation.TypeNotPresentExceptionProxy.generateException(Unknown Source)
at sun.reflect.annotation.AnnotationInvocationHandler.invoke(Unknown Source)
at $Proxy15.packetHandler(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:251)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:415)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
at net.minecraft.client.Minecraft.a(Minecraft.java:424)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ee3.common.core.handlers.PacketHandler
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at sun.reflect.generics.factory.CoreReflectionFactory.makeNamedType(Unknown Source)
at sun.reflect.generics.visitor.Reifier.visitClassTypeSignature(Unknown Source)
at sun.reflect.generics.tree.ClassTypeSignature.accept(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseSig(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseClassValue(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseMemberValue(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotation(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotations2(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotations(Unknown Source)
at java.lang.Class.initAnnotationsIfNecessary(Unknown Source)
at java.lang.Class.getAnnotation(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:55)
... 26 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 42 more

Blaze rod maceration

In preface, I understand that it is not your resposibility to balance among other mods per se. I noticed that using IC2, regarding blaze rods... I am able to macerate, minium, repeat. This provides basically no-work required blaze rods once you acquire one. I assume this has come to your attention in design. If not, I figured I may as well post it for possible imbalance amongst other mods if that is a priority.

Edit: thinking on this, I realize this is likely moot. Disregard if you please.

Red water and Buildcraft quarry

I know red water is incomplete but when it is in a buildcraft quarry, the quarry will repeatedly try to break the moving red water block as well as the source. I think it has to be added to the Boolean softBlocks array in the buildcraft api.

Portable Crafting Misuse

After thinking about my last patch, I came up with a bit of an issue.

It is perfectly possible to avoid the minium stone from getting damaged just by moving it to a different inventory slot.

I suggest tracking the stone used to open the crafting gui.

If you have any ideas on the best way to do this, please let me know. :)

Configurable droprate / Blacklist

Well it's not an issue at all but an enhancement.
Players can get like infinite iron/gold/diamonds since "Shards of Minium" can drop from nearly all mobs.

  • So they are basically just build an enderfarm (just an example) and farm the shards like crazy to make "Minium stones".
  • Then make some iron out of them + obsidian.
  • Next step would be making gold out of the stones + iron.
  • Now you can make the diamonds.

I think that droprate should be configurable for every mob.
The better way would be a blacklist on which you can put mobs so they won't drop that shards.

Issues building EE3 on Win 7

Hi pahimar!

I'm trying to build EE3 on my Windows 7 64 bit machine. I've run into an issue preventing me from compiling minecraft with EE3 installed. Crash log

Versions of stuff:

  • javac 1.7.0_04
  • Minecraft 1.2.5
  • MCP 6.2
  • Minecraft Forge 3.3.7
  • EE3, pulled from your repo yesterday, of course :)

Assumptions I've made that may not be correct:

  • The folder hosted by github goes in /source/Equivelent-Exchange-3/
  • Minecraft Coder's Pack (with forge installed) goes in /mcp/
  • I've put the build.xml and build.properties files in the root folder.
  • I made a build.properties file that you can see here (The folder specified by that is the root of all of the filenames I mentioned earlier)

To clarify:

I can decompile, recompile, and run the vanilla minecraft client/server.
I can decompile, recompile, and run the client/server after dropping the forge folder into /mcp and running install.cmd
I can't recompile after installing forge and running ant build in the root directory. It fails with the errors given above.

What am I missing here?

Thanks in advance, and for making a cool mod,
--Nick

Extras:
tree /F run against the whole thing (Warning, big file)

Philosofers stone

Why doesn't it have a recipe? I think it's pretty clear: unused minium stone in the middle, surround with alternating redstone(in 1.5 redstone block for less OP) and glowstone(not dust).

RedPower2

The RedPower2 Addon does not load even if i had RedPower2 World installed.

Transmutation

Unsure whether this is intended, but when changing blocks(sand, dirt, cobble) stone doesn't appear in the cycle at all. I'm aware this pre-alpha but I'm not sure if you have overlooked this.

Powering the "power items" while reducing matter generation overuse?

Wasn't sure how too word this right, sorry if it comes off a little odd.

If your planning on using power items in this mod, like rings, picks, etc. have you had much thought on the type of "energy" you would use too power them? An idea had popped into my head last night while testing out a few mods in Minecraft. In EE2, the passive EMC generation method of collectors and relays was smooth, but ended up being too easy too exploit as a diamond generator for example. I can agree with your plans on redoing or not using them in EE3.

A way this could still be done while minimizing the creation of free diamond trees would be too power the EE3 power items using a form of arcane potential(a separate energy from EMC) that can be generated using EMC, or passively from transmutation generators. The conversion from EMC to this arcane potential could be a one way transfer. This way a passive way too charge the items can be used without that energy being exploited too generate free matter.

Hope you are able to use what I have typed in some way, or it at least helps you come up with ideas of your own.

Minium Stone Crafting

Something else I noticed. When using the Minium Stone's crafting interface, it damamges the Minium Stone.

But when it should be destroyed, you get a fresh one instead. Not sure if that is your fault or if it is in the domain of Minecraft.

As far as I can tell, damageItem is being called correctly so Iunno.

EMCEntry - Possible Simplification

Not technically an "issue". And I also understand that the EMC code is far from finished.

==Summary==
Instead of specifying the total cost, and then specifying a map of percentages for types, that gets compounded by a percentage (applied to all types) for recovery.
Specify two maps, one for cost (EMC cost for 'buying' this) and one for sale (EMC received
for 'selling' this).

==The full verbal onslaught==
In EMCEntry (The EMC data for an object) the EMC cost is defined as: cost + breakdown (map for percentages) + recoveryPercentage.

Wouldn't it be better to specify two Map<EMCType, Float> variables, namely: Cost + Recovery.
That way you can specify the breakdown and cost per EMC type with more control.

totalCost (what you pay to 'buy' it) is then a function, summing all Cost values. And total value (what you get when you 'sell' it) is similarly a function to sum all Recovery values.

To use OMNI instead of a specific type(s), you then just check if the player has more OMNI than the value returned by the totalCost function.

==An Example==
You can make this for 1000 Essentia, and 500 Void, but you only get 900 Essentia and 0 Void back.
Or you can specify this can be made with 1000 Omni, but actually breaks down into 250 Essentia, 500 Void, and 250 Kinetic.

Currently, specifying 0.9f for recoveryPercentage would give back 900 Essentia and 450 Void.

Also, it would currently take more thinking in the above example to figure out that cost should be 1500, and the factors 0.66 and 0.33 to get 1000 Essentia and 500 Void cost.
And then apply another factor for recovery rates.

==Code==
Something like:
/**
* learnable = Can the user learn to make this?
* recoverable = Can this be converted into EMC?
*
* cost = How much of each EMC type must be paid to make this object.
* recovery = How much of each EMC type will you get if you break this down.
*/
private Map < EMCType, Float> cost;
private Map < EMCType, Float> recovery;
private boolean learnable, recoverable;

I could, if you want, attempt to code the change (with new functions, class constructors and tie-ins to other classes and code) and then submit a pull request.

infinite bones and bonemeal with IC2

With IC2 one can macerate 1 bone into 5 bonemeal, and then convert 3 of those back into 1 bone with 2 bonemeal left. Then you get 5 more, for a total of 7, so you can turn 6 of those to 2 bones, and still have 1 more. Then you get 10 more, having 11, and you get 3 more bones etc. Could you maybe make an integration for IC2 that changes the recipe to 5 bonemeal=1 bone?

problem decompiling

hi everyone, i have a problem decompiling ee3 for my dev envoirement, i follow the instructions on github, but i ran into an error: http://pastebin.com/zMmwTPLh the weirdest thing is that the ee3_common folder does exist. hope you can help me :)

Idea for EE3

This is an idea that I have been wanting to see in a mod for a while. can you somehow make it so that there is a block you walk into and (without going to another demension) go into a room. behind the block you walk into there would be nothing. Is this possible?

not really an issue...just a suggestion

sorry if all of this is a little too long i have trouble keeping my writing compact

TLDR:
damage value for dm/rm tools, armor, and weapons from the current recipes with appropriate damage values for the abilities. no damage value tools craftable from the damage value items and needed for the next tier of items (dm damageable needed for dm inf needed for rm damageable needed for rm inf). i could also suggest a damage value for the handheld mass destruction items like the destruction catayst. these would lower the 'op-ness' and the low damage value on the high destruction items would make them less appealing.

Does this sound stupid? does it sound good? does it sound tedious? i think it may be too far as i've explained it but the idea could be throttled back a bit using less materials i just suggested as far as i would like to go for the tools.

for those who want the explanation:
i had a suggestion but i wasnt sure where to put it. i am watching minetv ep3 and hearing the really cool changes coming in ee3 and the damage value philosopher stone (minium stone?) i got an idea. why not damage values for the base recipes of the dark matter and red matter tools, armor, and weapons. just give them a nice damage value and the 'op-ness' of them will be significantly reduced. if you want to keep the permanent tools like we have now you could have them craftable but much more expensive. my idea is that you could have the crafting table involve mulltiple of the damage value tools and perhaps a few repair talismans. my specific idea is a talisman surrounded by 8 of the tool would make an infinite tool. ie: dm pick costs 2 diamonds and 3 dark matter and has a damage value of 750, 8 damage value dm pick and 1 talisman of repair makes a inf dmpick. i go further with this in making the rm items more expensive by having them craftable with the inf dm items. same recipe and same idea as the dm damage and infinite items. you could keep the same abilities across each item as well (perhaps increase the damage by N for how many blocks are damaged ie: dm pick long mode 3x damage or dm hammer mega impact mode 9x damage). perhaps put a damage value on destruction catalyst and the other 2 like it. something like 8 or 16 uses to make it alot less attractive as an alternative to actual mining.

Regarding Translations

Well since the commands translations won't be a thing now, should we remove that section of the localization file or just leave them there in english?

Translation FR

Hello. I'm French and I found some mistake on the French xml. Here is my correction :



French (FR) Localization File Extra Libérer Changer Charger Eclat de Minium Pierre de Minium Pierre Philosophale Eau rouge (Immobile) Eau rouge (Ruisselante) Calcinateur Lancement de la vérification de votre version par rapport à celle de reference : Le lancement de la vérification a échoué. Vous utilisez la version (@REMOTE_MOD_VERSION@) la plus à jour pour votre version de Minecraft (@MINECRAFT_VERSION). Vous utilisez une version obsolète, pensez à effectuer une mise a jour ici - @MOD_UPDATE_LOCATION@ Erreur de connexion vers la version de référence (vérifiez votre connexion internet ?) Vérification de version désactivée.

Alchemical Explosions [Idea]

An explosion that does not damage blocks. Instead, it randomly transmutes any material in the blast radius to anything that is equivalent to it. Perhaps even merging a few objects here and there into higher valued items, or breaking some into lower valued items (equivalently).

I haven't quite thought of occasions when this might happen, as i don't know to much about the current mechanics of EE3. Perhaps something to do with putting something bad in red water or trying to transmute something you can't? Maybe even a dying stone.

Blaze Rod/Blaze Powder Transmutation Exploitation

When you transmute 2 blaze powder into a blaze rod, you can then either macerate, pulverize or rock crush the blaze rod into 4 to 5 blaze powder leading to an infinite amount of blaze powder/rods.
minium
macerator
rockcrusher
pulverizer

Transmutation Block Selection Defaults

Pressing "g" changes the next transmute on the current block you are facing (i.e. you look at grass and switch the transmute to cobble). After you look at a different block, the transmute changes... (i.e. you change focus to oak wood and the next transmute is spruce.) That part is fine, but when you look back at grass, the next transmute defaults. I don't know if this is intentional, but it might be a good idea to save the transmutation selection in case there's a player transmuting a large area and they accidently bump into a tree then resume transmutation of the grass and end up transmuting a sand pit.

[Also, off topic: The current compiling walk-through for EE3 works with Windows 8.]

[Suggestion] Transmutation circles made of blocks

It would be very interesting to have to assemble transmutation circles with regular materials and special blocks, according to certain geometric shapes. This way, extremely powerful transmutations would also require lots of work assembling a potentially huge circle.

Not only does this make the experience much more visceral than doing crafting recipe after crafting recipe, it allows for oh-so-evil transmutation requirements if you want to get some of the more powerful results. So you start raising loads of sheep only to build a gigantic transmutation circle right on top of and around the pasture. Or worse, the poor villagers wonder why you're tracing these weird geometric shapes around the village. In some cases attracting the proper creature(s) into the circle would be a real challenge, if you need an enderman or a ghast for instance.

Broken build.xml on Windows 8

So, as the title says, build.xml is broken on Windows 8.
It is a very easy-to-fix problem, i just changed "Windows 7" to "Windows 8 " in the file, but i'm not good with git so i can't do a proper Pull Request.
Hope it gets fixed soon :)

Two version check options in config

In EE3.cfg, under General, there's two options that look like they do the same thing:
B:enable_version_check=true
and
B:version_check.enabled=true

Blaze Powder Duplication With IC2

2 Blaze Powder can be crafted into a Blaze Rod with the Minium Stone.
1 Blaze Rod can be macerated into 5 Blaze Powder.
Is this considered a duplication issue or since its cross mods is it okay?

Tnt destroys red water, and can i help?

yeah i dont know if its supposed to do that, also i would love to help you with some of the art if you need help because i have practiced a little and made a pretty good skin and some pixel art and i would like to have a challenge so i can get better =)

Question: When did it change

Since when is the client package in the common folder, and where had the client folder gone? Is this because of the 1.4.6pre update?

Crash on minecraft 1.4.6

i get this crash when i click "g" on a crafting table:
2012-12-19 19:51:33 [INFO] [STDERR] t: Ticking memory connection
2012-12-19 19:51:33 [INFO] [STDERR] at iw.b(NetworkListenThread.java:64)
2012-12-19 19:51:33 [INFO] [STDERR] at bec.b(IntegratedServerListenThread.java:108)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
2012-12-19 19:51:33 [INFO] [STDERR] at bdz.q(IntegratedServer.java:123)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
2012-12-19 19:51:33 [INFO] [STDERR] at fy.run(SourceFile:849)
2012-12-19 19:51:33 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.item.ItemPhilosopherStone.doKeyBindingAction(ItemPhilosopherStone.java:181)
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.network.packet.PacketKeyPressed.execute(PacketKeyPressed.java:59)
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.core.handlers.PacketHandler.onPacketData(PacketHandler.java:38)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:243)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:233)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:71)
2012-12-19 19:51:33 [INFO] [STDERR] at iv.a(NetServerHandler.java:1107)
2012-12-19 19:51:33 [INFO] [STDERR] at di.a(SourceFile:59)
2012-12-19 19:51:33 [INFO] [STDERR] at cf.b(MemoryConnection.java:80)
2012-12-19 19:51:33 [INFO] [STDERR] at iv.d(NetServerHandler.java:136)
2012-12-19 19:51:33 [INFO] [STDERR] at iw.b(NetworkListenThread.java:57)
2012-12-19 19:51:33 [INFO] [STDERR] ... 6 more

Make gold less valuable

I've been playing pre1d with my friend and noticed gold is a little overpowered. I suggest changing it to 1 gold = 4 iron, 8 gold = 1 diamond. That would at the same time make it so you need more gold to make diamond, and give less iron from gold, which would feel more balanced. Not sure if you think so too.

Minium stone - planks to wood crafting exploit

When you have both thermal expansion and EE3, then you can make 6 planks out of one wood and gain some sawdust using the sawmill and you can put 4 planks together to make one wood again, so essentially, you're gaining free stuff, I tested the extent of this exploit and came up with the following results, beginning with one full stack of wood and a new minium stone, I eventually got almost 9 stacks of wood and almost 2 stacks of charcoal (which can be made by using the sawdust) and this with only one minium stone, that equals about 2 and a half free diamonds, so you might want to reconsider this particular recipe or make it so, when both EE3 and Thermal Expansion are used, that the recipe is not valid anymore

Smelting recipe output not properly detected

At the moment, it seems that the smelting recipes that the Minium Stone automatically generates are not properly detecting the output # of a recipe correctly.

I have a mod that adds a Condensed Wheat block (9 wheat), and can be smelted into 3 Bread.

While testing my mod, I found that EE added a recipe of Minium Stone + Coal + 7 Condensed Wheat = 7 Bread. However, this recipe should provide 21 wheat if it properly detected the output number.

Just thought it'd be nice to submit it as an issue for it :)

~MM

EDIT: I am using pre1, if that is useful.

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