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View Code? Open in Web Editor NEWA Chemistry-based tech mod for 1.14.4+
A Chemistry-based tech mod for 1.14.4+
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:
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
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
I presume this is already a known issue, but just in case it's not...
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.
Hi I added this to my testing pack but the server crashes, take just this out and all is well.
techemistry-1.14.4-9
alib-1.14.4-7
chemlib-1.14.4-10
Forge : forge-1.14.4-28.1.70
Crash Report : https://pastebin.com/YGDnshbL
Even when it's plugged in!
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.
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?
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?
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?
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.
There's no further distillation product, and it can't even be put in the distillery controller
Please, add at least a configuration option to disable ore generation, thanks. <3
The game crashed while trying to start it: https://pastebin.com/7Ew50YrJ
Forge, ALib mods, Minecraft version and modlist are all in the report
So I have been trying to use techemistry and the energy production will not work as of 1.15.2-2
Hard to explain, but when adding techemistry v9 to my modpack it crashed, i checked the crash logs and got a mystical agriculture error, i then disabled that and got a compatched storage error in the crash logs, and the cycle goes on, but removing techeemistry and re adding both of the above mods i was able to run it just fine
using forge .69
https://pastebin.com/RqCPzhn1
https://pastebin.com/aa0Svmiv
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