Closed D3nnis3n closed 7 years ago
The versioning of the BaseMetals build you are using looks to either be old or from a self-compiled version. If you are serious about using beta versions, please use the most up to date versions you can find at http://maven.mcmoddev.com/com/mcmoddev/
There have been some major changes in the code in the past couple months and the difference in the internal API's alone would have caused this issue. (the most recent BaseMetals is beta 1.78, the most recent ModernMetals is beta 1.23)
I got that from that maven, but it seems like i didn't find to the most recent ones. Thank you very much for your help. Well, there are some textures missing in the packages i use - but this is so much better than having over 9000 times copper in over 9000 designs. Really, i hated that metallurgy went away, but your mods fix that. I never need to start a world at all if i can't find a mod that has all these ores as a base - now i have one. As i'm permanently updating all mods there should be no bigger problem in using beta versions. The release ones don't work with my main mods - tinker and mekanism, so they don't really help me.
The newest betas work fine together. I will not use gems (as it has no textures at all) and FantasyMetals (as they are not "techy"). You might also consider to move out the basemetal fantasy ores?
The only thing i saw is that end an nether metals creative tabs are empty and the others items are doubled in the base metals creative tab.
You're welcome. I actually did the Tinkers' integration and have some stuff planned for after we release 2.5
If you find any more bugs, please report them (but also, please, check the issue trackers and the "projects" list in the BaseMetals repo. Also... "Fantasy Metals" is covering things like "redstone alloy" and similar - ie: its planned to cover "fantasy" materials that other mods (like Project:Red or Ender I/O) might rely on.
Thank you, i will try my best.
I see, i got both Project Red and EnderIO, but as far as i know both do not add worldgen aka ores. (At least for EnderIO, for Project Red you need to disable World module - which i did, also Project Red only adds Gems and it seems to be "BaseGems" that would cover these).
Anyways, i just would like to express my suggestion that Base Metals in my understanding should not have things like aquarium, but that is, of course, your (and the other developers) decision.
It's intended for the fantasy metals in BMe to be moved to "Fantasy Metals", so that's already on the todo list.
Until a new build of ModernMetals reaches the Maven, don't try using any build of BaseMetals from later than about 4/20 - we've been doing some deep internals work and cleanups that has changed some of the internal API's and will cause ModernMetals and other dependent mods to crash
Thank you for the information :)
It all works great till now, despite those missing textures, the doubled items in the creative tab and the empty creative tabs for nether, end, etc. metals - but i think that is known.
The creative tabs is something we are working on right now, actually
Pretty cool. Seems like every mod(ule) that i use but BaseMinerals has been updated since the API-Changes, am i correct?
Hello, as i needed support for mekanism and after long search i found the beta versions of your mods. They all work well (despite some missing texures, no problem), but ModernMetals will crash on load. Is this on purpose or will you might fix it?