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techemistry's Issues

ConfiguredFeatures for ores are not registered

Hello! I was running my mod called Blame with a bunch of mods and it seemed to have found that techemistry has a few ConfiguredFeatures that are not registered. This can be an issue for mod compatibility as under certain conditions, unregistered ConfiguredFeatures can basically prevent other mod's registered ConfiguredFeatures from spawning if in the same generation stage.

By that I mean, if mod A adds an unregistered CF to the ore generation stage and the biome's codec reaches it first, it will choke and basically nuke mob B's registered CFs afterwards. Here's a case where BetterCaves forgot to register their CF and caused several CFs from Oh The Biomes You'll Go to stop spawning in the world: YUNG-GANG/YUNGs-Better-Caves#75

Here's a more detailed explanation of why this happens in the biome's codec:
image

Specifically, when you call .withConfiguration on a Feature, you create a ConfiguredFeature. This is what should be registered to the WorldgenRegisties at mod init (you can do it in FMLCommonSetupEvent so you have your config ready too if it is needed).

Anyway here's an example from my mod RepurposedStructures of me registering all my ConfiguredFeatures.
https://github.com/TelepathicGrunt/RepurposedStructures/blob/584433a0745338802c84e9f498dc063c1f5505f8/src/main/java/com/telepathicgrunt/repurposedstructures/modinit/RSConfiguredStructures.java#L72-L74

I hope this helps!

From the log with Blame where it tried to figure out what unnamed configuredfeature is unregistered by parsing its json.


****************** Blame Report 1.7.4 ******************

This is an experimental report. It is suppose to automatically read
the JSON of all the unregistered ConfiguredFeatures, ConfiguredStructures,
and ConfiguredCarvers. Then does its best to collect the terms that seem to
state whose mod the unregistered stuff belongs to.

Possible mods responsible for unregistered stuff:
techemistry:carbonate_ore
techemistry:dolomite
techemistry:oxide_ore
techemistry:phosphate_ore
techemistry:sulfate_ore
techemistry:sulfide_ore
techemistry:sulfur_ore

[1.16.2] Techemistry 1.16.2 needs ALib

Hi,

if you load techemistry techemistry-1.16.2-1.jar in curseforge it loads the wrong alib, but i can't see any alib for 1.16.2.
Could you please fix this? game does not start and crashes

best regards

[1.15.1] Steam Turbine generates infinite energy

I have the Steam Turbine hooked up to Mekaniks cables, and the turbine can be filled with steam and drained, but it won't go lower than 50 FE, at which point other machines still get energy, even if no water is in the boiler and no fuel is in the heater.

[1.16.3] Exception on Join

When trying to make a multiplayer server, it will launch, both on the client, and server, but you can not network them together. This only happens on Techemistry not the other mod of yours. If you could fix this asap that would be greatly appreciated.

Mekanism integration?

So... I've got the mod Mekanism on my modpack. It has different generators that can produce heat (in Kelvins!) from energy. Can you please add an integration so you can actually connect thermodynamic cables from Mekanism to machines that require heat please?

Strange Bug with Mekanism.

Earlier today I was trying to make a modpack on 1.16.3, using the most recent version of ALib, ChemLib, Techemistry, and Alchemistry, as well as the latest version of Mekanism, compiled from GitHub. However, upon opening a machine from Techemistry, the background for the GUI was missing, with only the text for the machine showing, as well as a white box where the icons usually were. The machine was still completely useable, however, finding the slots to place items in was nearly impossible. I'm 99% sure Mekanism triggered this, as there weren't any issues beforehand. Can you fix this issue, if possible?

1.12.2 Backport?

Hi there, massive fan of your mods! i love alchemistry and would love to play techemistry but im stubborn and refuse to update all my mods.

Is there any chance of a backport happening?

[1.15.2] Phosphate Ore cannot be processed beyond slurry

Phosphate ore can be put through the maceraction station into pyromorphite and vanadinite then crushed and turned to slurry in the froth flotation chamber but beyond that the resulting slurries cannot be processed into anything else, calcination chambe or otherwise.
Found this whilst looking for a method of harvesting vanadium without fission.

Cider is useless

There's no further distillation product, and it can't even be put in the distillery controller

No config files

Please, add at least a configuration option to disable ore generation, thanks. <3

Techemistry

So I have been trying to use techemistry and the energy production will not work as of 1.15.2-2

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