Closed tabr closed 1 year ago
Are you doing something with custom recipes?
Are you doing something with custom recipes?
yep. but with prev version all ok.
The fluid tag you are using does not have any fluids associated with it, hence the crash
ok. Anyway I've stop using this mod.
Bud you are supplying an empty fluid tag to the recipe. You either need to define the fluid tag with your custom recipes or use a pre-defined one. I know the recipe system very well (as I wrote it) and this is exactly what you're doing.
the recipes i've added: https://pastebin.com/5zaLDaTW
Ah I see your issue. It's in you Electrolytic Separator recipe. You have the input "tag": "electrodynamics:fluidethanol"
All of our fluid tags can be found here: https://github.com/skiprocks999/Electrodynamics-Fork/tree/1.19.2/src/generated/resources/data/forge/tags/fluids
Also just for reference, I know at least in 1.16.5 Electrodynamics Ethanol and Sulfuric Acid were compatible with other mod's versions of those fluids, so you shouldn't need those recipes for the most part.
If you still have crashes after fixing that however, let me know, as I am by no means a perfect coder :D
{ "values": [ "electrodynamics:fluidethanol" ] } This 'data" recipe that i copied from your data. Also mod works(but don't remember if recipe works) at version [1.19.2-0.7.2-3] but crush at [1.19.2-0.7.2-4].(https://github.com/aurilisdev/Electrodynamics/issues/219#top)
I've stop use this mod because i making a big modpack(120+ mods). And this mod is in alpha version. There is many things that would be(and should be) reworked. If all this messages in make no sense... please forgive me waste your time.
That's not how tags work. The value that you reference is the name of the tag file. In this case it would be forge:ethanol. The value you are referencing is the fluid from electrodynamics.
If you are going to say stuff needs to be reworked, you have to list some specific points. We are not going to swap to FE if that is one of the items.
I'm not talking about "swap to FE". I've even think to change other mods to use your electricity. The machines and tools need to be finished. Tools is useledd because need to be charged too often. Potrable battery pack should help. For now use your machines is uncomfortable. In ic2 this is well done - you can place "transformer upgrade" to machines so you can use one high voltage to all machines. In this mod i can't do this. The upgrades is very bad design(IC2 design). If i need to pull from left and push right there would be 1 upg slot left. IUs it would be exp upg? Or transformer? Or? The better way, i think, in Meksnism(awesome, i think) and Thermal - inside machine you can select which side is in and what is out. What is going on with Electricity killing? Sometimes it just kills. Any defence? Near transformer or solar panel with insulated wires. Why kills? WHy not damage as in ImmersiveEngeneering? Sometime to one machines pipes(wires) should be connected to all of it's sides. very ugly. Multiblock machines, i think, would be awesome in this case. About electricity - there would be nice if i can to multiplicate voltage to any value, not just this 3. Anyway you can calculate current to check when wire should explode. You can limit max voltage on transformers - where voltage is over the limit - it will explode, because of breakdown of coil insulation. The mod is in alpha version i think. It is many things need to be finished to make it Beta, then RC and finally release. This mod i've installed because of NuclearScience - but there is too simple for me. Awesome idea with vaporating directly water blocks but there would be awesome if i get a steam and then make power from this steam and this steam i want to be processed back to water. In IC2 this done in better way i think.
I think it's important to note a couple things first. Electrodynamics is designed to be realistic. As a result, we have made certain design choices that, while might be more difficult from a gameplay perspective, have parity with real life. Electro also uses a modular design philosophy, with a base mod that has machines and base mechanics, and then add-on mods to expand on those aspects.
We are working on expanding mechanics to flesh out ideas, however this takes time. To say electro is a beta or alpha mod is not fair and very insulting. Using the standard of "things should be rebalanced, this mod is not release" would place every mod in beta or alpha.
I think it's important to note a couple things first. Electrodynamics is designed to be realistic. As a result, we have made certain design choices that, while might be more difficult from a gameplay perspective, have parity with real life. Electro also uses a modular design philosophy, with a base mod that has machines and base mechanics, and then add-on mods to expand on those aspects.
- Electricity is dangerous. You don't want to touch an exposed wire in real life because it will kill you. Same principle applies.
- We can look at having a battery pack of some sorts and increasing battery life. If you have a recommended increase please suggest it.
- Machines having a required voltage is a challenge. It's the same challenge that you experience in the real world.
- You can transform voltage to any value you want. We have to standardize on certain values however, otherwise it's impossible to predict when trying to design a system. There are standard voltage ratios in the real world too
- Upgrades have limited slots. IC2 has the same mechanic. If you want to focus on automation, install Assembly Line.
We are working on expanding mechanics to flesh out ideas, however this takes time. To say electro is a beta or alpha mod is not fair and very insulting. Using the standard of "things should be rebalanced, this mod is not release" would place every mod in beta or alpha.
There are problems that we recognize and are working on solutions for, however it takes time to implement them.
java.lang.IndexOutOfBoundsException: Index 0 out of bounds for length 0
https://pastebin.com/uPhJmN4N