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License: GNU General Public License v3.0
I placed down a Vacuum Energy Output Hatch and I crashed. I believe that it has to do with the fact that I'm playing without IC2: https://pastebin.com/uHjGkQ03
i have personally tried grabbing recipes from simpler grinders coal grinder
and telsa powered thingies powder_maker with no luck any advice would be helpful
thanks in advance
version of mm: modularmachinery-1.6.5
Forge: 1.12.2-2512
configs im using
This mod adds it's own crafting material - Modularium (ingot).
And this mod (AFAIK) is inspired by GT.
So why are missing such components as Modularium plate(s), gear(s), rod(s) and so on? Adding these parts will make life of modpack makers easier - they won't need additional mod for this purpose.
Also, it would be good idea to integrate crafting of these components with some mods, such as:
This mod no longer works with 1.12 or 1.12.1. This looks unintentional, so I submitted #40 to fix it in future versions. However, version 1.6.5 on Curse is marked as compatible with these versions despite not actually working on them. You should unmark that release as being compatible with 1.12 and 1.12.1 so that users don't accidentally download it and break their instance.
So I have this here recipe: https://pastebin.com/X5vEgPG8 and it behaves really weird.
I have the 4 input fluids going to 4 separate tiny fluid hatches that have been changed to have a capacity of 100 bucket (100000mb) and every time (even when I replace them or the fluid sources, or change what goes into which input hatch), the recipe uses:
around 6b of pyrotheum
around 5b of cryotheum
around 5b of petrotheum
around 40b of aerotheum
around 100k total RF (the correct amount)
I tried the same with higher tier input hatches and changing the time to 1s (with the energy per tick to 100kRF) and I got the same result. However, when I changed the time to 4s, it used:
around 600mb of pyrotheum
around 500mb of cryotheum
around 500mb of petrotheum
around 4b of aerotheum
If it just has to do with the limitations of the mod, after spending 6h on the machines alone, for the 2nd time, I won't be motivated to use the mod another time.
I'd like to suggest, per Factorio, a way to only allow certain recipes to work if they have been researched (whether by completing an advancement or by making research a product of a machine's recipe). That's basically it.
For example: a machine takes 20 of item x, 30 of item y, and 40 of item z and produces 10 of item a. At the same time, the recipe triggers completion of a research or advancement. Now you can go to another machine and use certain recipes that only work because that research or advancement is completed.
everytime i right click a blueprint its crashes my game.
https://pastebin.com/K1TKcHQD heres the crash log
Forge 14.21.1.2443
the mod version 1.1
When the player is in creative mode, can a button be added to the controller's GUI that will automatically set up a structure for whatever blueprint is in the machine? (Basically, just taking the Structure Preview and dropping it into the world.)
It would be much more convenient to allow the fluid input and output hatches to interact with buckets. Either by right clicking a filled or empty bucket on the hatches, or by having a slot in the GUI that we can place buckets in to empty or fill them. As of right now, we need to use some other mod's tanks and fluid pipes to extract fluid from, or fill up a fluid hatch.
Forge 2456
MC 1.12.1
MM 1.3
Client crashes when trying to render a fluid in the fluid output hatch. It'sIron from Embers.
Crash log: https://pastebin.com/VJ9gb9Gc
Would like the option in recipe configuration to pro-rate a fluid output over time.
Therefore, instead of something like a Steam Boiler producing 32,000 steam all at once, we'd have the option to split that output over, say, 8 seconds at 4000 steam per second. OR alternatively a fluidPerTick similar to the energyPerTick property would also be extremely useful.
Energy Input Hatch (maybe Output too, didn't test) duplicates energy if rate of extracting energy from other storage is bigger than hatch can receive.
How to reproduce:
In other words, Energy Hatch receives energy 5 (= 125000 FE/t extracting / 25000 FE/t receiving) times.
Since this mod is inspired by GregTech's machines I wondered if it could be possible to add an optional, by default disabled, parameter I can use in the recipe files (or maybe even set it to "default for all recipes" for a certain machine) to void the input if the machine runs out of power in the process of crafting something. I noticed that recently in a GregTech run when the Blast Furnace just destroyed some of my dust and I thought this would be a great functionality for a certain machine in my pack :^)
Even if this is not possible with the way this mod works right now I would appreciate it if you could consider adding this. If it already has this functionality I apologize for posting this but I have not seen a wiki entry for it.
Because why not, it kinda miss to the mod, it would make a nice decorative block.
I'm getting this error from the log
[22:55:24] [main/INFO]: [hellfirepvp.modularmachinery.common.crafting.RecipeRegistry:loadRecipes:92]: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 1 column 1 path $
What did I do wrong.
Hi,
I run
MC : 1.12.1
Forge : 14.22.0.2460
MM : 1.4
ThermalDynamics-1.12-2.3.4.11-universal
RedstoneFlux-1.12-2.0.1.2-universal
CoFHCore-1.12-4.3.4.12-universal
ImmersiveEngineering-0.12-71
Well We test a bunch of things this is an issue with multiple weidy things.
1/ when we power of an MM multipblock with a cryo stabilied (from Thermal dynamics) the game seems freeing without crash short flv https://puu.sh/xiuUW/c733a59044.flv & here general logs https://puu.sh/xiuWF/8a1108d3f8.zip
2/ when a output is full the machine continue consume item in input (this is maybe an inmprovement) or I'm very noobie this my config folder https://puu.sh/xivCK/2e9c6bf976.zip
3/ I can't extract FE or RF again this is folder with machines https://puu.sh/xivCK/2e9c6bf976.zip
thx for reading, best regards
If any items are in a machine's output slots, it won't operate at all, even if it could still place the recipe's outputs into the slots. For example, if you place a stack of 64 iron ore into the input of an alloy smelter, it will turn one of them into an iron ingot and place it in the output, and then won't do any more work until you remove the ingot. Tested with Modular Machinery v1.6.
MC 1.12.1
Forge 14.22.1.2481
ModularMachinery 1.5
I was testing out the included machine recipes to get the hang of things and ran into some, oddities.
1, when testing the alloy smelter, with furnace recipes, the recipe would progress, but no items would be removed from the input slot, and nothing put in the output slot. After breaking the controller and replacing it, it now continuously loops processing nothing, even when not set to the alloy smelter structure. Creating a second alloy smelter nearby has the same results, and it will endlessly loop doing nothing, while consuming energy. They'll even start processing as soon as they're created, without waiting for input items.
2, if a process runs out of energy partway, it will restart from the beginning, instead of pausing to wait for more energy like most other mods do.
3, if an item output does not have space for ALL of the possible outputs of a process, it will silently sit there and do nothing without displaying why.
4, Not sure if this is on Immersive Engineering or not, but as it is the only battery I have- a creative capacitor next to an energy input will cause the energy input to rapidly switch between full and empty.
I was wondering if there is a specific reason why Variable names in the machine JSON are all lowercase but in the recipe JSON they use camelCase for example:
In the machine JSON "registryname" will error if it has a capital N
and in recipe JSON "registryName" will error if it doesn't have a capital N
if theres a specific reason for doing this then alls good but just wondering why it is.
it really messes with me repeatedly changing back and forth :P
Minecraft 1.12.2
Modular Machinery 1.5
Simple as the name sounds.
Add an entry to the machine .json that allows you specify a particle that machine vents create. If it is not included, it does not try to emit them(primarily for lag reduction).
I made a machine called Rejuvenator. It takes Dead Oak logs or other dead items, and turns them into the non-dead versions. The machine recognizes the structure, processes the first recipe, but then stops... I have to remove all the items from the output and input busses, then put the input bus items back, and it will repeat the cycle of doing one process. I figured maybe it was because the output bus didn't have enough space, but there are only 8 recipe outcomes, and there are 12 output slots. There is plenty of water in the fluid bus as well. I made a video of whats happening. I also attached my machinery and recipe files.
Edit: Ignore the audio in the video, there was a stream on in the background.
My multiblock is not forming and I think it has to do with the brewing stand, which changes metadata along with nbtdata. No matter what I do, I cannot get it to form no matter what I try. All of my other machines are fine. Here is the .json. It is valid, and it formed a blueprint in the game. Oh, it is in 1.4
version of the mod.
https://pastebin.com/ck89EhnM
The title says it all.
Changing config option general-casing-color
doesn't change color of Modularium ingot.
Making blue (for example) casings/machine parts from orange ingot isn't logical ;).
So with this mod I wanted to create a machine that consumes a big amount of energy (in the billions, trillions and quadrillions) and some end-game items to create creative items. However, when changing the values for the energy input hatches I realized that there was a limit, after which the values reset to the default ones.
So I suggest removing that limit as it limits people that have the same idea as me.
If I made a multi-block that was pseudo solar powered via having solar detectors saying they see day-light as a block,
would I have to manually reform the multiblock after changing to night and back to day?
Adding integration with Ecology Mod, and obviously adding polution output as a configuration option to custom machines, could add some more challenge to a tech based mod pack.
Modular Machinery is really cool but it misses some crucial features. The first problem is that the controller has an orange texture so creating a multiblock with blocks that are not from Modular Machinery would result into very ugly multiblocks. My suggestion here is to add the ability to add new blocks with custom behaviours through JSON. For example creating a block with custom name, textures and functionnalities (Controller, Item Input, Fluid Output etc...).
It would be cool to be able to have different functionnalities for the same block. This would add the ability to have the Inputs and the Outputs on the same blocks or create one-block machines.
For the GUI, I think that you should choose a static place for each Input/Output. For example a fluid bar on the left for the Fluid Input, on the right of this fluid bar the Item Input and a bit further the Item Output. And if the machine doesn't need one of these Input or Output, the bar/slot doesn't appear.
I know that this functionnality is hard to implement but it's like the "ultimate" functionnality.
Using 1.4 version of MM
Using 14.22.0.2468
https://youtu.be/pjEcLfB7H-0
Basically, the energy outputs will not output energy.
None of the changes made in 1.7.1 seem to have source uploaded here.
Would it be feasible to alter the sizes of the inventory for each of the tiers of Item Input/Output? It would be nice to be able to alter that in the config, but I'm not sure how easy this would be on your end.
For some types of machines, it might be desirable to have them work better or worse at certain temperatures, humidities, in certain biomes, or biome groups (e.g. an evaporation basin in a hot and dry biome works faster than in a cold or humid biome). In some cases, it would be desirable to have a machine completely non-functional if not in a biome with the correct conditions (e.g. a desalination plant on the beach/ocean).
Attempting to view blueprint, game crashes to desktop.
Currently, in the event that a recipe produces more than a single fluid output hatch will hold, the controller displays "no matching recipe found"
Item Output Bus incorrectily merges stacks: instead of filling one stack and placing reminder it fill one stack and places whole output.
Example:
I made Pyrolyse oven multiblock (via JSON) and built it in game for testing. Recipe should consume 16 wood and produce 20 charcoal and creosote. After placing two stacks and starting processing I looked at result in output hatch. Result:
In other words, multiblock fills first stack and places whole result instead of reminder.
MC version: 1.12.2
Mod version: 1.5
Forge build: 2491
I like the Construct Selection Tool as a concept, but especially for big multiblocks it's hard to make changes, because you need to find the block in the huge unsorted json file.
It would be nice to have a tool that tells you the relative position to the machine controller after you right-click it.
I really don't want to put in this ticket, because it is probably going to boil down to some silly little piece of syntax I am missing, and not a bug at all. But I have checked my code literally dozens of times trying to find out if I did something wrong.
I am trying to make a coke oven/blast furnace combo.
I used the creative structure tool, then removed the NBT data from the machinery file. The machine "seems" to connect fine, since all of the blocks turn to the correct color that I specified in the file once I put in the blueprint. I have an energy inout, a x4 slot Input, where the player puts coal for creosote, and coal+iron for steel. I also have a fluid output, and a 12 slot item output. So all of the required pieces should be covered.
The problem is, when I try the recipe, nothing happens. I put coal in, and it just sits there. No energy is taken from rf I fed into it, nothing. When I look at the machine controller, it says the name of the blueprint, but then it says "Missing structure" and No structure found
The below are my machinery and blind woman
{
"machine": "creocoke_blaster",
"registryName": "creocoke_blaster_creofluid",
"recipeTime": 100,
"requirements": [
{
"type": "item",
"io-type": "input",
"item": "minecraft:coal",
"amount": 1
},
{
"type": "item",
"io-type": "output",
"item": "immersiveengineering:material@6",
"amount": 1
},
{
"type": "fluid",
"io-type": "output",
"fluid": "immersiveengineering:fluidcreosote",
"amount": 200
}
]
}
{
"registryname": "creocoke_blaster",
"localizedname": "CreoCoke Blast Furnace",
"requires-blueprint": true,
"color": "0f0e0e",
"parts": [
{
"x": 0,
"y": 0,
"z": 1,
"nbt": {"casingColor":"-46848"},
"elements": [
"modularmachinery:blockcasing@0"
]
},
{
"x": 1,
"y": 0,
"z": 0,
"elements": [
"modularmachinery:blockinputbus@1"
]
},
{
"x": 1,
"y": 0,
"z": 1,
"elements": [
"modularmachinery:blockcasing@0"
]
},
{
"x": 0,
"y": -1,
"z": 1,
"elements": [
"modularmachinery:blockcasing@0"
]
},
{
"x": 1,
"y": -1,
"z": 1,
"elements": [
"modularmachinery:blockenergyinputhatch@1"
]
},
{
"x": 0,
"y": -2,
"z": 1,
"elements": [
"modularmachinery:blockcasing@1"
]
},
{
"x": 1,
"y": -2,
"z": 1,
"elements": [
"modularmachinery:blockcasing@1"
]
},
{
"x": 1,
"y": -2,
"z": 0,
"elements": [
"modularmachinery:blockcasing@2"
]
},
{
"x": 1,
"y": -1,
"z": 0,
"elements": [
"modularmachinery:blockfluidoutputhatch@2"
]
},
{
"x": 0,
"y": -2,
"z": 0,
"elements": [
"modularmachinery:blockcasing@2"
]
},
{
"x": 0,
"y": -1,
"z": 0,
"elements": [
"modularmachinery:blockoutputbus@4"
]
}
]}
When the game starts, it starts doing the high priority recipe first, however, when you go down the priority, and then try to go up, it still performs the lower priority process first.
I created a pretty big machine, it works. It forms. But in when looking in JEI to see how to build the machine. I get some weird effect. It seems to see what each block is on normal or smaller machines, But this bigger one doesnt show properly. for instant you hover over block A and it displays the name for block B.
hard to tell since the screen cap doesnt get the curser but, im hover over the center block with a fluid router from IM
then on the second, im hovering over a item output (or something like that) and it displays the name of the center most block.
I've tried everything I can think of to get a new machine to work but when I load the game the new machine doesn't have a blueprint and the recipes don't show up. In my latest test I even just made an exact copy of the default centrifuge and just changed the name and one block and it still didn't load the new machine.
Here is my machine code
and the recipe
Also, I'm aware the recipe doesn't make sense logically, it is just a test.
Any help is greatly appreciated.
~Six
Say I have a type of machine, and I want each tier of machine to have it's own structure type (allowing me to limit input/output rates and structure design)
Right now I would have to add a recipe for each machine tier, and that's wasted space.
This could also be used to limit recipes to a minimum tier (example: glowstone can only be centrifuged in a tier 2 machine or higher)
MC 1.12.1
Forge 2484
MM 1.5
When you have 2 or more machines and you look up recipes in JEI by pressing U on the Blueprint, always the same "first" machine recipes get opened up no matter which blueprint you used U on.
can the items needed for the machine be listed next to the steps to build the machine.
Crosspost from KidsDontPlay/LimeLib#16
Interesting crash
Minecraft version 1.12.2 forge 14.23.0.2537
3 mods loaded (not counting JEI)
mekanism latest version 1.9.4.1.326
modular machinery 1.6.5 (https://minecraft.curseforge.com/projects/modular-machinery)
limelib 1.12.2-1.7.9
If either one of the three mods are disabled the crash doesn't happen. The crash happens when a fluid output/input from modular machinery is placed in world and limelib tries to read the block's info. I think it has something to do with the fact that it handles Mekanism gasses also when that mod is active.
crashlog: https://gist.github.com/Staegrin/cf967391278c9912f08c5ab466391f55
crashlog client: https://gist.github.com/Staegrin/5f86b54f02a54e4642da31aabb8ee18f
crashlog server: https://gist.github.com/Staegrin/d39af449461189fbd7b219b1c4d037e3
mekanism + modular machinery = no problem
modular machinery + limelib = no problem
Can you add Configurable Items, or maybe even upgrade casings/blocks that can be used to upgrade the machine, like speed, efficiency, or doubling output. It might be difficult, but I think it would add even more power to this already powerful tool. BTW, I love this as a mod pack maker.
All I can say after watching the video is HOLY FREAKING WOW MAN! I can't help but to say that when it comes to machines you just basically replaced them all. And not with just single block power gods but immersive multiblock structures to make machines out of. This is truly a creative yet simplistic approach to mod pack machinery.
I personally was inspired by what I seen as being possible with this mod, and hope to pass that inspiration on to you to decide if you feel that ModularMachinery would be enhanced by my ideas.
One would be a way to interface with Open Computers. I do understand that "MM" was just released and you probably have more pressing kinks to work out before adding something like this to it.
Another would idea would be to implement functionality with another mod, Resource Loader, so that other textures could be applied once a machine has been correctly formed. Granted I doubt it would be more than modifying the textures of a completed machines exposed faces. Kinda like Immersive Engineering but instead of changing how the machine renders it provides a more fitting texture.
That's not to say there is anything wrong with the provided textures, but you have unleashed the ability to pack makers to provide custom multi-block machines. I'm sure that ability to provide an aesthetic appearance that fits the packs theme would just be mind-blowingly good.
MC 1.12.2
Modular Machinery
Machine: https://gist.github.com/Vyraal1/01a0920c9ef3491fdd62350f29953e2a
Recipes: https://gist.github.com/Vyraal1/b0fd7b04866435e98a4f5994cf8ea9b2
I've made a Modular Machine that also uses the vanilla enchantment table as part of the multiblock, which I also use as a normal enchantment table. After reloading the world or logging back in, it seems to delete bookshelves randomly.
The bookshelves are NOT part of the multiblock, it's just that I don't want to keep on moving the enchantment table, my big worry is how this will effect piping for the more complex structures later on.
Hello,
Dedicated server crash when I place a controller because it tries to use lwjgl on server side :/
CrashReport : https://pastebin.com/pyycb5yS
Versions
Minecraft 1.12.1
forge-14.22.0.2460
ModularMachinary 1.4
Created a multiblock machine that is successfully recognized (MM creates a blueprint for it ingame and Controller says Structure Found), however whenever I try to right click the blueprint to view the preview, my game crashes. I suspect that it has to do with using the slopes / slants from BlockCraftery.
Here's the log: https://pastebin.com/UJ7L20C0
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