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alchemistry's Issues

Power generation

It would be cool to have Power generator within the alchemistry mod so it could be played without any other mods. Some ideas i have on this suggestion:
It should be 2 multiblocks one for midgame and one for early game, cost to make machines should be according to the progression. You could make a basic reactor and a advanced reactor.

Next idea is that the reactor runs on fluids from elements. So the liquifier has more uses.

The reactor will work on a Fuel element and a coolant element. Like the reactant dynamo of TE but in a multiblock structure

Salty Dissolver

The Dissolver/Combiner is adding recipes for each of the Salt Oredict. In my pack its registering three with 8 Sodium Chloride and 1 with 16 Sodium Chloride.

Appears that its adding a recipe for each oredict entry it finds.

Crash on start

Without crafttweaker, Minecraft crashes on start. By adding crafttweaker it works.
Here's the log, but I think it's useless.
---- Minecraft Crash Report ----

WARNING: coremods are present:
Inventory Tweaks Coremod (InventoryTweaks-1.63.jar)
ForgelinPlugin (Forgelin-1.8.2.jar)
Contact their authors BEFORE contacting forge

// I'm sorry, Dave.

Time: 4/3/19 10:40 AM
Description: There was a severe problem during mod loading that has caused the game to fail

net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Alchemistry (alchemistry)
Caused by: java.lang.NoClassDefFoundError: crafttweaker/CraftTweakerAPI
at al132.alchemistry.CommonProxy.preInit(CommonProxy.kt:39)
at al132.alchemistry.ClientProxy.preInit(ClientProxy.kt:16)
at al132.alchemistry.Alchemistry.preInit(Alchemistry.kt:43)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:624)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:627)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:252)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:378)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: crafttweaker.CraftTweakerAPI
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 43 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 45 more

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Details:
Minecraft Version: 1.12.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 296066784 bytes (282 MB) / 989331456 bytes (943 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -Xms256m -XX:PermSize=256m
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.42 Powered by Forge 14.23.5.2824 17 mods loaded, 17 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored

| State | ID                | Version                  | Source                                          | Signature                                |
|:----- |:----------------- |:------------------------ |:----------------------------------------------- |:---------------------------------------- |
| LCH   | minecraft         | 1.12.2                   | minecraft.jar                                   | None                                     |
| LCH   | mcp               | 9.42                     | minecraft.jar                                   | None                                     |
| LCH   | FML               | 8.0.99.99                | forge-1.12.2-14.23.5.2824.jar                   | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| LCH   | forge             | 14.23.5.2824             | forge-1.12.2-14.23.5.2824.jar                   | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| LCH   | forgelin          | 1.8.2                    | Forgelin-1.8.2.jar                              | None                                     |
| LCH   | alib              | 1.0.7                    | alib-1.0.7.jar                                  | None                                     |
| LCE   | alchemistry       | 0.8.21                   | alchemistry-0.8.21.jar                          | None                                     |
| LC    | codechickenlib    | 3.2.2.353                | CodeChickenLib-1.12.2-3.2.2.353-universal.jar   | f1850c39b2516232a2108a7bd84d1cb5df93b261 |
| LC    | redstoneflux      | 2.1.0                    | RedstoneFlux-1.12-2.1.0.6-universal.jar         | 8a6abf2cb9e141b866580d369ba6548732eff25f |
| LC    | cofhcore          | 4.6.2                    | CoFHCore-1.12.2-4.6.2.25-universal.jar          | None                                     |
| LC    | cofhworld         | 1.3.0                    | CoFHWorld-1.12.2-1.3.0.6-universal.jar          | 8a6abf2cb9e141b866580d369ba6548732eff25f |
| LC    | inventorytweaks   | 1.63+release.109.220f184 | InventoryTweaks-1.63.jar                        | 55d2cd4f5f0961410bf7b91ef6c6bf00a766dcbe |
| LC    | jei               | 4.15.0.268               | jei_1.12.2-4.15.0.268.jar                       | None                                     |
| LC    | journeymap        | 1.12.2-5.5.4             | journeymap-1.12.2-5.5.4.jar                     | None                                     |
| LC    | thermalfoundation | 2.6.2                    | ThermalFoundation-1.12.2-2.6.2.26-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f |
| LC    | thermalexpansion  | 5.5.3                    | ThermalExpansion-1.12.2-5.5.3.41-universal.jar  | 8a6abf2cb9e141b866580d369ba6548732eff25f |
| LC    | thermaldynamics   | 2.5.4                    | ThermalDynamics-1.12.2-2.5.4.18-universal.jar   | 8a6abf2cb9e141b866580d369ba6548732eff25f |

Loaded coremods (and transformers): 

Inventory Tweaks Coremod (InventoryTweaks-1.63.jar)
invtweaks.forge.asm.ContainerTransformer
ForgelinPlugin (Forgelin-1.8.2.jar)

GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 388.57' Renderer: 'GeForce 820M/PCIe/SSE2'

Advanced Combiner

The basic concept;

  • multiple slots that can be set for different recipes
  • if components are used for more than 1 recipe, can be set to balance or priority
  • able to preset quantity to make, won't accept components make excess of this

A possible way it could be implemented;

  • free form multiblock. every block is the same, more just expand on the capabilities
  • initial processing speed slower than the normal combiner, any slot not actively combining speeds up the others
  • internal storage (both input & output) increases with more blocks.
  • maybe have the speed tied to RF use, each block able use #rf per tick, so the RF could be split among all the recipes or focused on 1.

Multiblock World Visualisation is 2 layers in the ground...

Hello,

Introduction

I just installed Alchemistry and I am really pleasantly surprised at everything that has been done since the moment I tried it for the first time, maybe 6 months ago. All the multi-blocks, and the new machines, it's extra ordinary!
I really think your mod has a huge potential, so keep up the great work !!

Problem

I look the book question to see how to build the Multiblock structure, I click question to visualize how to build the structure and shift + Right-Click on the floor, question to anchor the preview, the Visualisation is 2 blocks in the ground, like you can see in this picture:
fission-multiblock-visual-glitch

I do not know if it is currently possible, with Patchouli to change the way the survey is placed in the world. Question of always placing the preview on the block you are looking at (if you look at the ground), but I think it should be nice! because now, I have to place a pile of 2 block on the ground, question to lock the preview at the good level.

Other things, and again, I don't know if this is possible or not with Patchouli, but having a possibility to see the build level by level in book should be really cool, because now this is just impossible to see the inside in the book and possibly when you build show only one layer at the time should be easier to see how to place each blocks (Like when you build a structure with the Immersive Petroleum Projector)
image

If this is not possible currently with Patchouli, this can be cool to see if it can add this possibilities, because I think this can be usefull for a lot of mod!!

And, a little detail possibly, but, I think you should change the book icon, because I have now 2 different mods having the exact same book icon (This is probably the default one from Patchouli!?)... Making one with an Erlenmeyer flask or something like that should be nice I think ;)

Version:

Forge: 14.23.5.2838
Alchemistry: 1.0.20
Patchouli: 1.0-19

Thank's
Fireztonez

Crash gui dissolver, catalyzer. Crash server

Description: Rendering screen

java.lang.RuntimeException: Slot 1 not in valid range - [0,1)
at net.minecraftforge.items.ItemStackHandler.validateSlotIndex(ItemStackHandler.java:210)
at net.minecraftforge.items.ItemStackHandler.getStackInSlot(ItemStackHandler.java:75)
at net.minecraftforge.items.SlotItemHandler.func_75211_c(SlotItemHandler.java:73)
at net.minecraft.client.gui.inventory.GuiContainer.func_146977_a(GuiContainer.java:202)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:98)
at al132.alib.client.ALGuiBase.func_73863_a(ALGuiBase.kt:51)
at al132.alchemistry.client.GuiBase.func_73863_a(GuiBase.kt:24)
at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:368)
at sun.reflect.GeneratedMethodAccessor45.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at Reflector.callVoid(Reflector.java:648)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1456)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1117)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:397)
at net.minecraft.client.main.Main.main(SourceFile:123)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

Gui crash dissolver and catalyzer

Description: Ticking player

java.lang.RuntimeException: Slot 1 not in valid range - [0,1)
at net.minecraftforge.items.ItemStackHandler.validateSlotIndex(ItemStackHandler.java:210)
at net.minecraftforge.items.ItemStackHandler.getStackInSlot(ItemStackHandler.java:75)
at net.minecraftforge.items.SlotItemHandler.func_75211_c(SlotItemHandler.java:73)
at net.minecraft.inventory.Container.func_75142_b(Container.java:79)
at net.minecraft.entity.player.EntityPlayerMP.func_70071_h_(EntityPlayerMP.java:324)
at net.minecraft.world.World.func_72866_a(World.java:1990)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
at net.minecraft.world.World.func_72870_g(World.java:1952)
at net.minecraft.world.WorldServer.func_184147_l(WorldServer.java:642)
at net.minecraft.world.World.func_72939_s(World.java:1731)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:765)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:396)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524)
at java.lang.Thread.run(Thread.java:745)

Crash server pick up catalyzer in my inventory or crash server see gui dissolver, catalyzer

[Suggestion] Add a few new salt-based recipes

Title. Items with the following OreDict definitions should decompose into/be combined from one Sodium and one Chlorine

lumpSalt
materialSalt
salt
itemSalt
dustSalt
foodSalt

Also for mod compat, the following should be able to decompose into/be combined from 1-2 Potassium Nitrate(s)

dustSaltpeter
nitrate
nitre

When unloading chemical combiner in some case makes it forget recipe and clog the whole machine

The bug is as follows:

  1. Place chemical combiner
  2. give it energy in any way
  3. make recipe 4 carbon to 1 charcoal and lock it
  4. make a system that supplies that carbon and pull charcoal out to somewhere else
  5. Relog/unload chunks couple of times
  6. Machine starts to overfill and clog up, recipe seems to be missing
  7. Profit

Minecraft: 1.12.2
Forge:2681

Might but might not affect: Optifine, Foamfix, betterfps, vanillafix
Alchemistry version: 0.7.0
lib: 1.0.0

Removing Recipe with multiple Inputs in XML file

Hello =)

There is a recipe to create (amongst other things) Aluminium with 4 pieces of Lapis. I try to remove this recipe but it dosent work. I think i have to declare the ammount of the input slot. But how :D
Recipes without multiple item inputs works fine to remove.

Freebi

[suggestion] Chemical combiner crafting filler

To solve the problem of automating the combiner, you could make a filler block. The filler block would be consumed after the combining. The filler block should be rather cheap. Now you can make a pattern of AE2 it will need some thought though because the order in which the items enter the combiner is important.

Machine upgrade

It would be nice to have upgrades for the machines. It could be tiered like the hardened-resonant from TE. But i thought it would be nice to have a few upgrades slots like 3-5 standard. The content of the upgrades i thought of are:

  • A base upgrade plate doesnt do anything, crafting item only
  • A speed upgrade of course
  • A expansion upgrade, it will increase the number of recipes that can be locked in a combiner at once. if you go with 5 upgrades slots in a machine i think every expansion upgrade you insert will unlock 1-3 slots.
  • A efficiency upgrade costs less power per action
  • A upgrade that unlocks certain recipes

I think every upgrade needs its cost. So i thought of a few:

  • base upgrade plate should be available when you have access to steel (early-midgame)

  • speed upgrade should be exponentially costing power

  • expansion upgrade every slot should half the processing speed. Because otherwise people are just gonna put the same recipe in twice

  • efficiency upgrade wont decrease processing speed but should be expensive to make and only a certain amount can be added to the machine's upgrade slots

[suggestion] AE2 Molecular combiner

It behaves the same like an molucular assembler from Applied Energistics. Put an interface next to it which supplies the recipes. Maybe put it in a seperate mod though, to keep it more modular. It would be fun if it has some kind of penalty to it. More power drain or the machine is kinda hard to make. Also the Interface that connects the ae2 network and the combiner could be a "chemical interface" just like the fluid interface

[Suggestion] Gamestage Support or the Combiner

Would be great if you could add gamestage support to the combiner as it's the only machine that "creates" items instead of chemicals. So staging these recipes would make it possible to obtain other items as the player progresses in a pack.

unable craft

v0.8.1, Chemical Combiner, Cellulose(C6 H10 O5) and Sucrose(C12 H22 O11) recipe identical,Sucrose unable craft。hope to add switch button
tim 20190223180914
tim 20190223181001

Ingots replaces other ingots

The crafting of ingots of elements, were replaced by the ingots of Alchemistry. ¿Is there any way to put in the config something like replace ingots?

Crash on spongeforge

Using a chemical dissolver simply causes the server to crash. If I place any object in main slot of dissolver server instantly turns off.

Versions:
alchemistry-0.8.13
alib-1.0.5
spongeforge-1.12.2-2768-7.1.6-RC3616

Crash-report - https://pastebin.com/SNei6fib

Chemical Combiner world lag

Just placing Chemical Combiner causes massive frame rate drop. When i break/dismantle Chemical Combiner frame rate goes back to normal instantly. I don't see any errors or warnings in console.

Minecraft 1.12.2
Forge 14.23.4.2705
alchemistry-0.7.11
alib-1.0.1
Forgelin-1.7.4

UV light+circuits

Just like in the old Pneumaticcraft you could use UV light to make circuits. Those circuits could be used to make other Alchemistry machines like the dissolver.

Infinite-Bones-Bug

If you put 3 Bones into a Chemical Dissolver they will be turned into 6 Hydroxylapatite. You then put them into a Chemical Combiner, it will then craft a Bone Block. The bone block can be put in a Factorizer from Thermal Expansion on Split mode, which will then give you 8 Bones. So you start with 3 Bones and at the end you have 8, thats +5 Bones each cycle. This will lead to infinite Hydroxylapatite, Bonemeal etc. The Factorizer's Bone Block to Bone recipe has to be removed, it breaks the game.

BoneAbuse

Fission_Controller tile entity

[13:48:44] [Server thread/ERROR] [minecraft/TileEntity]: Failed to load data for block entity minecraft:fission_controller
java.lang.NullPointerException: null
[13:48:44] [Server thread/ERROR] [FML]: A TileEntity minecraft:fission_controller(al132.alchemistry.tiles.TileFissionController) has thrown an exception during loading, its state cannot be restored. Report this to the mod author
java.lang.NullPointerException: null

This error appear sometimes in the Console. Don't know if it's when someone use it or not.

(Error appear on modpack Antimatter Energy)

zh_cn translation file

tile.electrolyzer.name=电解机
tile.chemical_dissolver.name=化学溶解机
tile.chemical_combiner.name=化学化合机
tile.evaporator.name=蒸发机
tile.atomizer.name=雾化器

item.alchemistry:mineral_salt.name=岩盐
item.alchemistry:fertilizer.name=肥料

item.alchemistry:element_hydrogen.name=氢
item.alchemistry:element_helium.name=氦
item.alchemistry:element_lithium.name=锂
item.alchemistry:element_beryllium.name=铍
item.alchemistry:element_boron.name=硼
item.alchemistry:element_carbon.name=碳
item.alchemistry:element_nitrogen.name=氮
item.alchemistry:element_oxygen.name=氧

item.alchemistry:element_fluorine.name=氟
item.alchemistry:element_neon.name=氖
item.alchemistry:element_sodium.name=钠
item.alchemistry:element_magnesium.name=镁
item.alchemistry:element_aluminum.name=铝
item.alchemistry:element_silicon.name=硅
item.alchemistry:element_phosphorus.name=磷
item.alchemistry:element_sulfur.name=硫
item.alchemistry:element_chlorine.name=氯
item.alchemistry:element_argon.name=氩
item.alchemistry:element_potassium.name=钾
item.alchemistry:element_calcium.name=钙
item.alchemistry:element_scandium.name=钪
item.alchemistry:element_titanium.name=钛
item.alchemistry:element_vanadium.name=钒
item.alchemistry:element_chromium.name=铬
item.alchemistry:element_manganese.name=锰
item.alchemistry:element_iron.name=铁
item.alchemistry:element_cobalt.name=钴
item.alchemistry:element_nickel.name=镍
item.alchemistry:element_copper.name=铜
item.alchemistry:element_zinc.name=锌
item.alchemistry:element_gallium.name=镓
item.alchemistry:element_germanium.name=锗
item.alchemistry:element_arsenic.name=砷
item.alchemistry:element_selenium.name=硒
item.alchemistry:element_bromine.name=溴
item.alchemistry:element_krypton.name=氪
item.alchemistry:element_rubidium.name=铷
item.alchemistry:element_strontium.name=锶
item.alchemistry:element_yttrium.name=钇
item.alchemistry:element_zirconium.name=锆
item.alchemistry:element_niobium.name=铌
item.alchemistry:element_molybdenum.name=钼
item.alchemistry:element_technetium.name=锝
item.alchemistry:element_ruthenium.name=钌
item.alchemistry:element_rhodium.name=铑
item.alchemistry:element_palladium.name=钯
item.alchemistry:element_silver.name=银
item.alchemistry:element_cadmium.name=镉
item.alchemistry:element_indium.name=铟
item.alchemistry:element_tin.name=锌
item.alchemistry:element_antimony.name=锑
item.alchemistry:element_tellurium.name=碲
item.alchemistry:element_iodine.name=碘
item.alchemistry:element_xenon.name=氙
item.alchemistry:element_cesium.name=铯
item.alchemistry:element_barium.name=钡
item.alchemistry:element_lanthanum.name=镧
item.alchemistry:element_cerium.name=铈
item.alchemistry:element_praseodymium.name=镨
item.alchemistry:element_neodymium.name=钕
item.alchemistry:element_promethium.name=钷
item.alchemistry:element_samarium.name=钐
item.alchemistry:element_europium.name=铕
item.alchemistry:element_gadolinium.name=钆
item.alchemistry:element_terbium.name=铽
item.alchemistry:element_dysprosium.name=镝
item.alchemistry:element_holmium.name=钬
item.alchemistry:element_erbium.name=铒
item.alchemistry:element_thulium.name=铥
item.alchemistry:element_ytterbium.name=镱
item.alchemistry:element_lutetium.name=镥
item.alchemistry:element_hafnium.name=铪
item.alchemistry:element_tantalum.name=钽
item.alchemistry:element_tungsten.name=钨
item.alchemistry:element_rhenium.name=铼
item.alchemistry:element_osmium.name=锇
item.alchemistry:element_iridium.name=铱
item.alchemistry:element_platinum.name=铂
item.alchemistry:element_gold.name=金
item.alchemistry:element_mercury.name=汞
item.alchemistry:element_thallium.name=铊
item.alchemistry:element_lead.name=铅
item.alchemistry:element_bismuth.name=铋
item.alchemistry:element_polonium.name=钋
item.alchemistry:element_astatine.name=砹
item.alchemistry:element_radon.name=氡
item.alchemistry:element_francium.name=钫
item.alchemistry:element_radium.name=镭
item.alchemistry:element_actinium.name=锕
item.alchemistry:element_thorium.name=钍
item.alchemistry:element_protactinium.name=镤
item.alchemistry:element_uranium.name=铀
item.alchemistry:element_neptunium.name=镎
item.alchemistry:element_plutonium.name=钚
item.alchemistry:element_americium.name=镅
item.alchemistry:element_curium.name=锔
item.alchemistry:element_berkelium.name=锫
item.alchemistry:element_californium.name=锎
item.alchemistry:element_einsteinium.name=锿
item.alchemistry:element_fermium.name=镄
item.alchemistry:element_mendelevium.name=钔
item.alchemistry:element_nobelium.name=锘
item.alchemistry:element_lawrencium.name=铹
item.alchemistry:element_rutherfordium.name=鑪
item.alchemistry:element_dubnium.name=𬭊
item.alchemistry:element_seaborgium.name=𬭳
item.alchemistry:element_bohrium.name=𬭛
item.alchemistry:element_hassium.name=𬭶
item.alchemistry:element_meitnerium.name=鿏

item.alchemistry:compound_cellulose.name=纤维素
item.alchemistry:compound_aluminum_oxide.name=氧化铝
item.alchemistry:compound_magnesium_oxide.name=氧化镁
item.alchemistry:compound_potassium_nitrate.name=硝酸钾
item.alchemistry:compound_silicon_dioxide.name=二氧化硅
item.alchemistry:compound_potassium_chloride.name=氯化钾
item.alchemistry:compound_sodium_chloride.name=氯化钠
item.alchemistry:compound_water.name=水
item.alchemistry:compound_kaolinite.name=高岭石
item.alchemistry:compound_protein.name=蛋白质
item.alchemistry:compound_iron_oxide.name=氧化铁
item.alchemistry:compound_sucrose.name=蔗糖
item.alchemistry:compound_calcium_carbonate.name=碳酸钙
item.alchemistry:compound_phosphate.name=磷酸根
item.alchemistry:compound_hydroxide.name=氢氧根
item.alchemistry:compound_hydroxylapatite.name=羟磷灰石
item.alchemistry:compound_carbonate.name=碳酸盐
item.alchemistry:compound_strontium_carbonate.name=碳酸锶

item.alchemistry:condensed_milk.name=炼乳
item.alchemistry:compound_beryl.name=绿柱石
item.alchemistry:compound_starch.name=淀粉
item.alchemistry:compound_psilocybin.name=裸头草碱
item.alchemistry:compound_cucurbitacin.name=葫芦素
item.alchemistry:compound_zinc_oxide.name=氧化锌
item.alchemistry:compound_cobalt_aluminate.name=铝酸钴
item.alchemistry:compound_triglyceride.name=甘油三酸酯
item.alchemistry:compound_lead_iodide.name=碘化铅
item.alchemistry:compound_urea.name=尿素
item.alchemistry:compound_ammonium.name=铵
item.alchemistry:compound_diammonium_phosphate.name=磷酸氢二铵
item.alchemistry:compound_amide.name=酰胺
item.alchemistry:compound_ethanol.name=乙醇
item.alchemistry:compound_potassium_carbonate.name=碳酸钾

jei.combiner.name=化学化合机
jei.dissolver.name=化学溶解机
jei.electrolyzer.name=电解机
jei.evaporator.name=蒸发机
jei.atomizer.name=雾化器

itemGroup.alchemistry=Alchemistry

Allow us to place liquid forms of elements directly

In MineChem, you could place the liquid form of elements that have one by right clicking it on a block with (I believe) 16 of it. Adding that feature would allow for some interesting creations (cyanide moats, for example.)

Atomizer can still work without energy

Forge 14.23.5.2807
Alchemistry0.8.4
alib 1.05
Forgelin 1.7.4

Seem like the Atomizer automatic convert fluid itno element even with or without power. i have test with all machince and only Atomizer have thid bug

Persistence Across Loads

If I leave a bunch of silicon dioxide in Dissolver and log out. When I log back in I have to replace the silicon dioxide in order for the machine to start running again.

[Request] Add crafttweaker support for easier adding or change recipes

Hello,
Thank's for your mod, this is a great mod adding somes basic thing's from Minechem on Minecraft 1.12.2, this is really nice!! Thank's for your work!

I wonder if you can add, question to simplify a lot the creation of recipes or the recipes removing, by a Crafttweaker support, like a really hight numbers of mod do already!! All the documentation for the Crafttweaker API is availiable on the Amazing Crafttweaker Wiki: https://crafttweaker.readthedocs.io/en/latest/

If you wonder why I ask for that, when you already make your own XML recipes system, here couples basics reason;

  • It allow Modpack-Dev to make or recipes with a simple line, easy to edit, maintain and remember the syntax.
  • It allow Modpack-Dev to use loop with array variables/global, for make big quantity of recipes easily and without making all one by one...
  • It allow Modpack-Dev to make to create somes functions for more complex recipes or rules
  • Support variables and global of multiples types, question easily call specific thing's.
  • And lot more!!!

Fireztonez

Expanding the Wet Sand concept

Wet Farmland
Fertilized Farmland
Fertilized Dirt (for trees)

Maybe being able to set a duration or # of uses before changing back to normal
Have an in world transformation method

Crash custom.xml

net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Alchemistry (alchemistry)
Caused by: org.xml.sax.SAXParseException; systemId:
/config/alchemistry/custom.xml; lineNumber: 2; columnNumber: 6; The processing instruction target matching "[xX][mM][lL]" is not allowed.

https://i.gyazo.com/026b659d7de8dba5604efb0192e109d2.png
no modification
Crash alchemistry 0.7.3
Not Crash Alchemistry 0.7.2

Suggestion to the mod

As a sugestión to the mod:

You should add nitric acid as a chemical. The nitric acid may add recipes to create explosives such as RDX, Dynamite, TNT, Nitrobenzene, Nitrocellulose, etc.

Recipe to create Nitric acid:

1 H2SO4 (sulfuric acid) + 1 KNO3 (Potassium nitrate) = 1 KHSO4 (Potassium bisulfate) + 1 HNO3 (Nitric acid)

Recipe to create explosives:

1 H2SO4 + 1 HNO3 + 1 Glycerin (As an example) = 1 Nitroglycerin + 8 NO2 (Nitrogen Dioxide) + 1 Water

(Well stoichiometry in NO2 isn't exact, but in real life a lot of NO2 is released when nitrating compounds)

As a "fun" fact my original comment in curse forge got a Spam in less than 5 minutes

[1.12.2] Broken Autocrafting with Combiner using Refined Storage

Even if you define the recipe in the right order and place the pattern in a crafter facing a combiner without a locked recipe the recipes are imported in the wrong order.
This is caused by something that changed in the last updates, because i tested it before and it worked back then.

Allow us to enable a recursive option for recipe gathering

In MineChem, there was a config option allowing the mod to recursively gather recipes based on what items are available; having that in Alchemistry would be very cool. (Though, given that mods are a bit more complicated than in 1.7.10, perhaps it would be better for the option to be off by default.)

Certain recipies are improperly implemented.

I was trying to create tungsten from white antimatter and was having some issue. It turns out that there is one recipe for two antimatter creating 5 SiO2, and another for one antimatter having a small chance for tungsten and a larger chance for SiO2. This holds true for the other antimatters. I believe this may be a crafttweaker issue rather than a mod one, but I though to post here anyway.

[Suggestion] Drugs and Medicine

Alchemistry already has elements of this in the form of mescaline and psilocybin, but why not take it a step farther? Drugs and medicines were a large part of Minechem, as well as lacing both food and tools with them, both for fun and for function.

For a few more examples:
Penicillin: C16H18N2O4S, cures all negative effects from a player, as well as a minor bit of regeneration
Aspirin: C9H8O4, insta restores some health, provides a bit of regen and absorption
Mescaline: Night vision, and perhaps a new effect where it causes "fake" mobs to spawn near the player (only visible to them), some look realistic, others are tinted colours (similar to the old Psychedelicraft mod)
Psilocybin: All mobs are given the "glowing" effect that only the person affected by the chemical can see. Chance of nausea and nightvision as well, as well as the hallucinogenic mobs from above.
Adrenaline: C9H13NO3, gives the player a large speed, damage, and resistance boost, but also inflicts hunger on them afterwards.
Potassium Cyanide: already in the mod, should insta-kill those who consume it or are otherwise exposed to it after several seconds, possibly with a way to bypass other mods that let the player ignore statue effects

To avoid making this already bigger than it is, I'll stop here, but I can always add on to this list later.

Ideas

  • Fume Collector: this would be a block that - when placed over fire or an active furnace - would collect and output carbon dioxide.
  • Psilocybin could be made into a 'psychoactive potion' that inflicts nausea.
  • A machine that combines things with an element. For example, 'galvanising' steel or iron by applying zinc in case a mod uses galvanised metal.
  • Batteries that can store RF/FE, EU, Tesla etc. These would be made by filling a craftable battery case with lithium at the aformentioned machine.
  • Machines support energy-containing items, to go with above.
  • Thermite, made with any powdered metal and metal oxide. Stronger than TNT and ignites all entities in the blast radius.
  • Decomposing cactus.

GUI doesn't show

GUI doesn't show when right clicking machines which require energy, the evaporator does not have this bug. I tried powering them with conduits from EnderIO, conduits from TE, but nothing seems to change whatever i power it with, it also shouldn't matter as the power is the same.

In console following text is shown:
[21:40:39] [main/WARN] [net.minecraft.client.renderer.block.model.ModelBlock]: Unable to resolve texture due to upward reference: #all in minecraft:models/block/cube_all.json [21:41:00] [main/ERROR] [net.minecraft.client.network.NetHandlerPlayClient]: Received invalid update packet for null tile entity at BlockPos{x=-72, y=73, z=221} with data: {output:{Size:10,Items:[]},input:{Size:1,Items:[]},EnergyStored:10000,x:-72,EnergyMax:10000,y:73,z:221,id:"minecraft:chemical_dissolver",OutputSuccessful:1b,OutputBuffer:[]} [21:41:01] [main/ERROR] [net.minecraft.client.network.NetHandlerPlayClient]: Received invalid update packet for null tile entity at BlockPos{x=-73, y=73, z=221} with data: {output:{Size:4,Items:[]},input:{Size:1,Items:[]},InputTankNBT:{FluidName:"water",Amount:10000},EnergyStored:10000,ProgressTicks:0,x:-73,EnergyMax:10000,y:73,z:221,id:"minecraft:electrolyzer"} [21:41:01] [main/ERROR] [net.minecraft.client.network.NetHandlerPlayClient]: Received invalid update packet for null tile entity at BlockPos{x=-71, y=73, z=221} with data: {output:{Size:1,Items:[]},input:{Size:9,Items:[]},ClientRecipeTarget:{Size:1,Items:[]},EnergyStored:10000,ProgressTicks:0,x:-71,EnergyMax:10000,RecipeIsLocked:0b,y:73,z:221,id:"minecraft:chemical_combiner",Paused:0b}

Minecraft: 1.12.2
Forge:2679

Mods list:
[21:38:26] [Netty Server IO #1/INFO] [FML]: Client attempting to join with 132 mods : [email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected]+57,[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected]`

Might but might not affect: Optifine, Foamfix, betterfps, vanillafix
Alchemistry version: 0.7.0
lib: 1.0.0

Suggestion: Portable Dissolver

The title gives the concept, here's some ways it could work:

  • Includes a scanner function to see what elements you could get from a block, maybe similar to how Thaumcraft does it.
  • The speed to dissolve a block would be based on the # of elements. Would not work if block has no elements.
  • Either part the item or as a separate item, some kind of storage for elements, It could hold a large amount of elements, but only a few different types.
  • RF powered, but could also use any burnable element as fuel
  • Have a way to "search" for a specific element. Gives that block a Glow effect if in range.

Fusion/Fission to simplify making use of all elements.

Some elements at present, like Lithium, Zirconium, and Gallium, can be obtained, but have no purpose. Others, like Strontium and (to an extent) Beryllium can only really be obtained from the item you would want to synthesize them with.

In addition to adding back features from the now deprecated MineChem, I feel like being able to combine two elements' atomic numbers together, and being able to halve one element's atomic number (rounding one up, and one down to not exclude odd numbers) would ensure that, even if every element doesn't get a Chemical Combiner/Dissolver recipe, no element is a dead end.

Though, I don't know about the giant multiblock structures MineChem utilized for these features, they were quite a pain to put together, and even required another block to put up a hologram of the finished structure for you to fill in.

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