GithubHelp home page GithubHelp logo

pahimar / equivalent-exchange-3 Goto Github PK

View Code? Open in Web Editor NEW
693.0 235.0 351.0 10.55 MB

Home Page: http://equivalent.exchange

License: GNU Lesser General Public License v3.0

Java 100.00%
minecraft mod forge forge-mod minecraft-forge-mod minecraft-forge minecraft-mod equivalent-exchange ee java

equivalent-exchange-3's Introduction

Welcome to Equivalent Exchange 3!

All versions are available here

Minecraft Forums page

Compiling EE3 - For those that want the latest unreleased features.

Contributing - For those that want to help out.

FAQ - For those that have questions.

Compiling Equivalent Exchange 3

IMPORTANT: Please report any issues you have as there might be some problems with the documentation. Also make sure you know EXACTLY what you're doing before proceeding! We are not responsible if your computer crashes, becomes corrupted, etc. 🙈


Setup Java

Setup Gradle

Setup Git

Setup EE3

Compile EE3

Updating Your Repository

Setup Java

The Java JDK is used to compile EE3.

  1. Download and install the Java JDK.
    • Windows/Mac download link. Scroll down, accept the Oracle Binary Code License Agreement for Java SE, and download it (if you have a 64-bit OS, please download the 64-bit version).
    • Linux: Installation methods for certain popular flavors of Linux are listed below. If your distribution is not listed, follow the instructions specific to your package manager or install it manually here.
      • Gentoo: emerge dev-java/oracle-jdk-bin
      • Archlinux: pacman -S jdk7-openjdk
      • Ubuntu/Debian: apt-get install openjdk-7-jdk
      • Fedora: yum install java-1.7.0-openjdk
  2. Windows: Set environment variables for the JDK.
    • Go to Control Panel\System and Security\System, and click on Advanced System Settings on the left-hand side.
    • Click on Environment Variables.
    • Under System Variables, click New.
    • For Variable Name, input JAVA_HOME.
    • For Variable Value, input something similar to C:\Program Files\Java\jdk1.7.0_51 exactly as shown (or wherever your Java JDK installation is), and click Ok.
    • Scroll down to a variable named Path, and double-click on it.
    • Append ;%JAVA_HOME%\bin EXACTLY AS SHOWN and click Ok. Make sure the location is correct; double-check just to make sure.
  3. Open up your command line and run javac. If it spews out a bunch of possible options and the usage, then you're good to go. If not, either try the steps again or check the FAQ.

Setup Gradle

Gradle is used to execute the various build tasks when compiling EE3.

  1. Download and install Gradle.
    • Windows/Mac download link. You only need the binaries, but choose whatever flavor you want.
      • Unzip the package and put it wherever you want, eg C:\Gradle.
    • Linux: Installation methods for certain popular flavors of Linux are listed below. If your distribution is not listed, follow the instructions specific to your package manager or install it manually here.
      • Gentoo: emerge dev-java/gradle-bin
      • Archlinux: pacman -S gradle
      • Ubuntu/Debian: apt-get install gradle
      • Fedora: Install Gradle manually from its website (see above), as Fedora ships a "broken" version of Gradle. Use yum install gradle only if you know what you're doing.
  2. Windows: Set environment variables for Gradle.
    • Go back to Environment Variables and then create a new system variable.
    • For Variable Name, input GRADLE_HOME.
    • For Variable Value, input something similar to C:\Gradle-1.11 exactly as shown (or wherever your Gradle installation is), and click Ok.
    • Scroll down to Path again, and append ;%GRADLE_HOME%\bin EXACTLY AS SHOWN and click Ok. Once again, double-check the location.
  3. Open up your command line and run gradle. If it says "Welcome to Gradle [version].", then you're good to go. If not, either try the steps again or check the FAQ.

Setup Git

Git is used to clone EE3 and update your local copy.

  1. Download and install Git here.
    • Optional: Download and install a Git GUI client, such as Github for Windows/Mac, SmartGitHg, TortoiseGit, etc. A nice list is available here.

Setup EE3

This section assumes that you're using the command-line version of Git.

  1. Open up your command line.
  2. Navigate to a place where you want to download EE3's source (eg C:\Github) by executing cd [folder location]. If choosing a location other than C:\Github, just remember that when following the instructions.
  3. Execute git clone https://github.com/pahimar/Equivalent-Exchange-3.git. This will download EE3's source into an Equivalent-Exchange-3 folder such as C:\Github\Equivalent-Exchange-3.
  4. Right now, you should have a directory that looks something like:

Github
\-Equivalent-Exchange-3
	\-EE3's files (should have `build.gradle`)

Compile EE3

  1. Execute gradle setupCiWorkspace in order to set up Forge and download the necessary libraries to build EE3. This might take some time, please be patient ⌚.
    • You will generally only have to do this when the Forge version in build.properties changes.
  2. Execute gradle build. If you did everything right, BUILD SUCCESSFUL will be displayed after it finishes. This should be relatively quick.
    • If you see BUILD FAILED, check the error output (it should be right around BUILD FAILED), fix everything (if possible), and try again.
  3. Navigate to C:\Github\Equivalent-Exchange-3\build\libs.
    • You should see a .jar file named EquivalentExchange3-x.y.z-#.jar, where x.y.z is the Minecraft version number and # is the mod version.
      • NOTE: null means that you are missing a build_number value in build.properties or that your CI environment is set up incorrectly-it is totally safe to ignore.
  4. Copy the jar into your Minecraft mods folder, and you are done!

Updating Your Repository

In order to get the most up-to-date builds, you'll have to periodically update your local repository.

  1. Open up your command line.
  2. Navigate to wherever you cloned EE3 in the console.
  3. Make sure you have not made any changes to the local repository, or else there might be issues with Git.
    • If there are local changes, try reverting them to the status that they were when you last updated your repository by executing git reset HEAD --hard.
  4. Execute git pull master. This pulls all commits from the official repository that do not yet exist on your local repository and updates it.

Contributing


Submitting a PR

So you found a 🐛 in the code? Think you can make it more efficient 💨? Want to help in general? Great!

  1. If you haven't already, create a Github account.
  2. Click the Fork icon located at the top-right of this page (below your username).
  3. Make the changes that you want to and commit them.
    • If you're making changes locally, you'll have to execute git commit -a and git push in your command line.
  4. Click Pull Request at the right-hand side of the gray bar directly below your fork's name.
  5. Click Click to create a pull request for this comparison, enter your PR's title, and create a detailed description telling pahimar what you changed.
  6. Click Send pull request, and wait for feedback! 💥

Creating an Issue

EE3 crashes every time 💣? Have a suggestion? Found a 🐛? Create an issue now!

  1. Make sure your issue hasn't already been answered or fixed by searching for it. Also think about whether your issue is a valid one before submitting it.
  2. Go to the issues page.
  3. Click New Issue right below Star and Fork.
  4. Enter your Issue's title (something that summarizes your issue), and then create a detailed description ("Hey pahimar, could you add/change xxx?" or "Hey, found an exploit: stuff").
    • If you are reporting a bug report from an unofficial version, make sure you include the following:
      • Commit SHA (usually located in a changelog or the jar name itself)
      • ForgeModLoader log
      • Server log if applicable
      • Detailed description of the bug and pictures if applicable
  5. Click Submit new issue, and wait for feedback! 💥

equivalent-exchange-3's People

Contributors

50wliu avatar abrarsyed avatar adaptivity avatar brammm avatar cakejoke avatar captainshadows avatar colonel-rogue avatar crafteverywhere avatar cubedtear avatar dionrhys avatar dynious avatar gishicrafter avatar j2ghz avatar jeffreykog avatar lluixhi avatar luzanell avatar martijnwoudstra avatar mnn avatar mrkol avatar nevercast avatar osdemirci avatar pahimar avatar princessofevil avatar pupaxxo avatar pyker avatar redroserade avatar robotic-brain avatar theycallmezeal avatar vexatos avatar virtuoel avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

equivalent-exchange-3's Issues

Powering the "power items" while reducing matter generation overuse?

Wasn't sure how too word this right, sorry if it comes off a little odd.

If your planning on using power items in this mod, like rings, picks, etc. have you had much thought on the type of "energy" you would use too power them? An idea had popped into my head last night while testing out a few mods in Minecraft. In EE2, the passive EMC generation method of collectors and relays was smooth, but ended up being too easy too exploit as a diamond generator for example. I can agree with your plans on redoing or not using them in EE3.

A way this could still be done while minimizing the creation of free diamond trees would be too power the EE3 power items using a form of arcane potential(a separate energy from EMC) that can be generated using EMC, or passively from transmutation generators. The conversion from EMC to this arcane potential could be a one way transfer. This way a passive way too charge the items can be used without that energy being exploited too generate free matter.

Hope you are able to use what I have typed in some way, or it at least helps you come up with ideas of your own.

Smelting recipe output not properly detected

At the moment, it seems that the smelting recipes that the Minium Stone automatically generates are not properly detecting the output # of a recipe correctly.

I have a mod that adds a Condensed Wheat block (9 wheat), and can be smelted into 3 Bread.

While testing my mod, I found that EE added a recipe of Minium Stone + Coal + 7 Condensed Wheat = 7 Bread. However, this recipe should provide 21 wheat if it properly detected the output number.

Just thought it'd be nice to submit it as an issue for it :)

~MM

EDIT: I am using pre1, if that is useful.

Transmutation Block Selection Defaults

Pressing "g" changes the next transmute on the current block you are facing (i.e. you look at grass and switch the transmute to cobble). After you look at a different block, the transmute changes... (i.e. you change focus to oak wood and the next transmute is spruce.) That part is fine, but when you look back at grass, the next transmute defaults. I don't know if this is intentional, but it might be a good idea to save the transmutation selection in case there's a player transmuting a large area and they accidently bump into a tree then resume transmutation of the grass and end up transmuting a sand pit.

[Also, off topic: The current compiling walk-through for EE3 works with Windows 8.]

Additional Transmutation Recipe Suggestions

Background:

I love Sky Block type maps, it is probably the challenge of starting with nothing and building something cool that keeps me coming back.

I also love playing with mods, particularly IC2, Forestry, Buildcraft, EE2, etc..

The Problem:

In order to use most of the major mods, various additional ores are needed.

To use mods in a Sky Block setting the additional materials have to be provided somewhere in the map, this usually takes the form of extra islands or chests that the player must build a bridge to.

This is not a challenge, just an exercise in holding down SHIFT.

In 1.2.5 minecraft I usually use EE2 to solve the resources problem, but that still needs sufficient "examples" to teach to a transmutation tablet to get started. These recipes will allow lots of useful challenges without giving the player chests full of materials

A Partial Solution:

I was looking at the transmutation recipes in craftguide and I realised that EE3 can be used on even the classic Sky Block map to get most Vanilla materials even starting with nothing but the standard map and an inert stone.

Unfortunately there is no way to get certain materials, the most important being redstone, without which automation is not possible.

There is no way to get ores like copper, silver, lead, tin, etc, without which most tech mods are useless.

Full solution:

I have worked out some additional transmutation recipes which should enable almost the full range of both vanilla and mod gameplay starting with a bare minimum of materials (possibly no more than 1 bedrock, 1 chest, 1 dirt, 1 sapling, 1 sugar cane, 1 inert stone and for the wimps a bone):

All recipes require a transmutation stone.

Ores--

1 iron ingot + 1 smooth stone --> 1 iron ore
1 iron ore + 1 smooth stone --> 2 copper ore (this makes copper a bit more expensive than EE2)
1 iron ore --> 1 tin ore
2 iron ore --> 1 silver ore
4 iron ore --> 1 lead ore
8 iron ore --> 1 gold ore
2 gold ore --> 1 lapis ore
3 gold ore --> 1 emerald ore
4 gold ore --> 1 diamond ore
2 diamond ore -- 1 tungsten ore (if redpower installed)

No need for reverse recipes and no nead to transmute vanilla metals directly to mod metals (which is too easy).

Fuels--

4 charcoal <--> 1 coal (reversible recipe)
1 coal + 1 smooth stone --> 1 coal ore
1 coal ore --> 1 redstone ore
1 redstone ore --> 1 nikolite ore (if Redpower installed)
4 glowstone (block) --> 1 uranium ore (makes uranium a bit more expensive)

Food-- (cycles)

seeds --> pumpkin seeds --> melon seeds --> seeds
potato --> carrrot --> Sugar cane --> cactus --> red mushroom --> brown mushroom --> potato
leather --> raw beef ---> raw pork chop --> raw chicken --> raw fish --> leather

Mob Drops--

1 spider eye <--> 4 slime ball
4 arrow --> 1 feather
8 rotten flesh --> 1 leather
2 gunpowder --> 1 glowstone dust
2 glowstone dust --> 1 blaze powder

Nether--

1 sand + 1 bonemeal --> 1 soul sand
7 smooth stone + 1 magma cream --> 7 netherack (much more expensive than EE2)

Water and Lava--

1 bucket + 7 slime balls --> 1 bucket of water
1 bucket + 1 magma cream + 1 smooth stone --> 1 bucket of lava (much more expensive than EE2)

Balance:

I wanted to get away from the convert anything into anything else of EE2 which makes it too easy and boring, why build a farm if you can just condense food?

The one-way recipes mean that a bit of thought is needed to ensure that the desired end product is obtained.

Obviously, a player can abuse macerators, rock crushers, pulverisers and enchantments to create infinite materials, but anyone really worried about that probably thinks cobble generators and bonemeal are OP.

This started when I thought "I could build an auto cobble gen and tree farm if only I could get a piston or three, now how do I get redstone?"

initPortableSmeltingRecipes dependant of mod loading order

The method initPortableSmeltingRecipes in RecipesTransmutationStone is called during Init. Since most mods make their smelting recipes in the Init, the recipes of mods loaded after EE3 are not added to the portable smelting. It would be better if it was done after every mod is done adding their recipes, for instance in the Post-init
Also, if, for some reason, the smelting result is an ItemStack of an Item that does not exist, it ends up in NPE on RecipeHelper.addSmeltingRecipe

Two version check options in config

In EE3.cfg, under General, there's two options that look like they do the same thing:
B:enable_version_check=true
and
B:version_check.enabled=true

Alchemical Explosions [Idea]

An explosion that does not damage blocks. Instead, it randomly transmutes any material in the blast radius to anything that is equivalent to it. Perhaps even merging a few objects here and there into higher valued items, or breaking some into lower valued items (equivalently).

I haven't quite thought of occasions when this might happen, as i don't know to much about the current mechanics of EE3. Perhaps something to do with putting something bad in red water or trying to transmute something you can't? Maybe even a dying stone.

Minium Stone Crafting

Something else I noticed. When using the Minium Stone's crafting interface, it damamges the Minium Stone.

But when it should be destroyed, you get a fresh one instead. Not sure if that is your fault or if it is in the domain of Minecraft.

As far as I can tell, damageItem is being called correctly so Iunno.

Infinite automatic crafting with minum stone

Using pre1.

Problem: Using the minum stone with automatic crafting tables (from buildcraft) does not use up durability of minum stone.

Steps to reproduce:

  • Setup a crafting table with connected chest and (redstone) engine pulling out of crafting table (to chest).
  • Place a new minum stone and 4 stacks of cobblestone in automatic crafting table
  • Place a new minum stone (and optionally more stacks of cobble) in connected chest.
  • Notice neither minum stone is being used up, while flint is being crafted.

EMCEntry - Possible Simplification

Not technically an "issue". And I also understand that the EMC code is far from finished.

==Summary==
Instead of specifying the total cost, and then specifying a map of percentages for types, that gets compounded by a percentage (applied to all types) for recovery.
Specify two maps, one for cost (EMC cost for 'buying' this) and one for sale (EMC received
for 'selling' this).

==The full verbal onslaught==
In EMCEntry (The EMC data for an object) the EMC cost is defined as: cost + breakdown (map for percentages) + recoveryPercentage.

Wouldn't it be better to specify two Map<EMCType, Float> variables, namely: Cost + Recovery.
That way you can specify the breakdown and cost per EMC type with more control.

totalCost (what you pay to 'buy' it) is then a function, summing all Cost values. And total value (what you get when you 'sell' it) is similarly a function to sum all Recovery values.

To use OMNI instead of a specific type(s), you then just check if the player has more OMNI than the value returned by the totalCost function.

==An Example==
You can make this for 1000 Essentia, and 500 Void, but you only get 900 Essentia and 0 Void back.
Or you can specify this can be made with 1000 Omni, but actually breaks down into 250 Essentia, 500 Void, and 250 Kinetic.

Currently, specifying 0.9f for recoveryPercentage would give back 900 Essentia and 450 Void.

Also, it would currently take more thinking in the above example to figure out that cost should be 1500, and the factors 0.66 and 0.33 to get 1000 Essentia and 500 Void cost.
And then apply another factor for recovery rates.

==Code==
Something like:
/**
* learnable = Can the user learn to make this?
* recoverable = Can this be converted into EMC?
*
* cost = How much of each EMC type must be paid to make this object.
* recovery = How much of each EMC type will you get if you break this down.
*/
private Map < EMCType, Float> cost;
private Map < EMCType, Float> recovery;
private boolean learnable, recoverable;

I could, if you want, attempt to code the change (with new functions, class constructors and tie-ins to other classes and code) and then submit a pull request.

Portable Crafting Misuse

After thinking about my last patch, I came up with a bit of an issue.

It is perfectly possible to avoid the minium stone from getting damaged just by moving it to a different inventory slot.

I suggest tracking the stone used to open the crafting gui.

If you have any ideas on the best way to do this, please let me know. :)

problem decompiling

hi everyone, i have a problem decompiling ee3 for my dev envoirement, i follow the instructions on github, but i ran into an error: http://pastebin.com/zMmwTPLh the weirdest thing is that the ee3_common folder does exist. hope you can help me :)

RedPower2

The RedPower2 Addon does not load even if i had RedPower2 World installed.

infinite bones and bonemeal with IC2

With IC2 one can macerate 1 bone into 5 bonemeal, and then convert 3 of those back into 1 bone with 2 bonemeal left. Then you get 5 more, for a total of 7, so you can turn 6 of those to 2 bones, and still have 1 more. Then you get 10 more, having 11, and you get 3 more bones etc. Could you maybe make an integration for IC2 that changes the recipe to 5 bonemeal=1 bone?

Idea for EE3

This is an idea that I have been wanting to see in a mod for a while. can you somehow make it so that there is a block you walk into and (without going to another demension) go into a room. behind the block you walk into there would be nothing. Is this possible?

ItemIds are not offset by 256

For some reason every mod offsets the itemId in the configuration file up with 256(Maybe to make place for the blockIds?), except EE3, which places the items at the ids it promises.
I believe this should be investigated, what's usual and what should EE3 do.

Tnt destroys red water, and can i help?

yeah i dont know if its supposed to do that, also i would love to help you with some of the art if you need help because i have practiced a little and made a pretty good skin and some pixel art and i would like to have a challenge so i can get better =)

Blaze Powder Duplication With IC2

2 Blaze Powder can be crafted into a Blaze Rod with the Minium Stone.
1 Blaze Rod can be macerated into 5 Blaze Powder.
Is this considered a duplication issue or since its cross mods is it okay?

Crash on minecraft 1.4.6

i get this crash when i click "g" on a crafting table:
2012-12-19 19:51:33 [INFO] [STDERR] t: Ticking memory connection
2012-12-19 19:51:33 [INFO] [STDERR] at iw.b(NetworkListenThread.java:64)
2012-12-19 19:51:33 [INFO] [STDERR] at bec.b(IntegratedServerListenThread.java:108)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
2012-12-19 19:51:33 [INFO] [STDERR] at bdz.q(IntegratedServer.java:123)
2012-12-19 19:51:33 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
2012-12-19 19:51:33 [INFO] [STDERR] at fy.run(SourceFile:849)
2012-12-19 19:51:33 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.item.ItemPhilosopherStone.doKeyBindingAction(ItemPhilosopherStone.java:181)
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.network.packet.PacketKeyPressed.execute(PacketKeyPressed.java:59)
2012-12-19 19:51:33 [INFO] [STDERR] at com.pahimar.ee3.core.handlers.PacketHandler.onPacketData(PacketHandler.java:38)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:243)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:233)
2012-12-19 19:51:33 [INFO] [STDERR] at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:71)
2012-12-19 19:51:33 [INFO] [STDERR] at iv.a(NetServerHandler.java:1107)
2012-12-19 19:51:33 [INFO] [STDERR] at di.a(SourceFile:59)
2012-12-19 19:51:33 [INFO] [STDERR] at cf.b(MemoryConnection.java:80)
2012-12-19 19:51:33 [INFO] [STDERR] at iv.d(NetServerHandler.java:136)
2012-12-19 19:51:33 [INFO] [STDERR] at iw.b(NetworkListenThread.java:57)
2012-12-19 19:51:33 [INFO] [STDERR] ... 6 more

Regarding Translations

Well since the commands translations won't be a thing now, should we remove that section of the localization file or just leave them there in english?

Transmutation

Unsure whether this is intended, but when changing blocks(sand, dirt, cobble) stone doesn't appear in the cycle at all. I'm aware this pre-alpha but I'm not sure if you have overlooked this.

Blaze Rod/Blaze Powder Transmutation Exploitation

When you transmute 2 blaze powder into a blaze rod, you can then either macerate, pulverize or rock crush the blaze rod into 4 to 5 blaze powder leading to an infinite amount of blaze powder/rods.
minium
macerator
rockcrusher
pulverizer

Issues building EE3 on Win 7

Hi pahimar!

I'm trying to build EE3 on my Windows 7 64 bit machine. I've run into an issue preventing me from compiling minecraft with EE3 installed. Crash log

Versions of stuff:

  • javac 1.7.0_04
  • Minecraft 1.2.5
  • MCP 6.2
  • Minecraft Forge 3.3.7
  • EE3, pulled from your repo yesterday, of course :)

Assumptions I've made that may not be correct:

  • The folder hosted by github goes in /source/Equivelent-Exchange-3/
  • Minecraft Coder's Pack (with forge installed) goes in /mcp/
  • I've put the build.xml and build.properties files in the root folder.
  • I made a build.properties file that you can see here (The folder specified by that is the root of all of the filenames I mentioned earlier)

To clarify:

I can decompile, recompile, and run the vanilla minecraft client/server.
I can decompile, recompile, and run the client/server after dropping the forge folder into /mcp and running install.cmd
I can't recompile after installing forge and running ant build in the root directory. It fails with the errors given above.

What am I missing here?

Thanks in advance, and for making a cool mod,
--Nick

Extras:
tree /F run against the whole thing (Warning, big file)

[Suggestion] Transmutation circles made of blocks

It would be very interesting to have to assemble transmutation circles with regular materials and special blocks, according to certain geometric shapes. This way, extremely powerful transmutations would also require lots of work assembling a potentially huge circle.

Not only does this make the experience much more visceral than doing crafting recipe after crafting recipe, it allows for oh-so-evil transmutation requirements if you want to get some of the more powerful results. So you start raising loads of sheep only to build a gigantic transmutation circle right on top of and around the pasture. Or worse, the poor villagers wonder why you're tracing these weird geometric shapes around the village. In some cases attracting the proper creature(s) into the circle would be a real challenge, if you need an enderman or a ghast for instance.

Translation FR

Hello. I'm French and I found some mistake on the French xml. Here is my correction :



French (FR) Localization File Extra Libérer Changer Charger Eclat de Minium Pierre de Minium Pierre Philosophale Eau rouge (Immobile) Eau rouge (Ruisselante) Calcinateur Lancement de la vérification de votre version par rapport à celle de reference : Le lancement de la vérification a échoué. Vous utilisez la version (@REMOTE_MOD_VERSION@) la plus à jour pour votre version de Minecraft (@MINECRAFT_VERSION). Vous utilisez une version obsolète, pensez à effectuer une mise a jour ici - @MOD_UPDATE_LOCATION@ Erreur de connexion vers la version de référence (vérifiez votre connexion internet ?) Vérification de version désactivée.

Philosofers stone

Why doesn't it have a recipe? I think it's pretty clear: unused minium stone in the middle, surround with alternating redstone(in 1.5 redstone block for less OP) and glowstone(not dust).

Configurable droprate / Blacklist

Well it's not an issue at all but an enhancement.
Players can get like infinite iron/gold/diamonds since "Shards of Minium" can drop from nearly all mobs.

  • So they are basically just build an enderfarm (just an example) and farm the shards like crazy to make "Minium stones".
  • Then make some iron out of them + obsidian.
  • Next step would be making gold out of the stones + iron.
  • Now you can make the diamonds.

I think that droprate should be configurable for every mob.
The better way would be a blacklist on which you can put mobs so they won't drop that shards.

Broken build.xml on Windows 8

So, as the title says, build.xml is broken on Windows 8.
It is a very easy-to-fix problem, i just changed "Windows 7" to "Windows 8 " in the file, but i'm not good with git so i can't do a proper Pull Request.
Hope it gets fixed soon :)

Minium stone - planks to wood crafting exploit

When you have both thermal expansion and EE3, then you can make 6 planks out of one wood and gain some sawdust using the sawmill and you can put 4 planks together to make one wood again, so essentially, you're gaining free stuff, I tested the extent of this exploit and came up with the following results, beginning with one full stack of wood and a new minium stone, I eventually got almost 9 stacks of wood and almost 2 stacks of charcoal (which can be made by using the sawdust) and this with only one minium stone, that equals about 2 and a half free diamonds, so you might want to reconsider this particular recipe or make it so, when both EE3 and Thermal Expansion are used, that the recipe is not valid anymore

Question: When did it change

Since when is the client package in the common folder, and where had the client folder gone? Is this because of the 1.4.6pre update?

Blaze rod maceration

In preface, I understand that it is not your resposibility to balance among other mods per se. I noticed that using IC2, regarding blaze rods... I am able to macerate, minium, repeat. This provides basically no-work required blaze rods once you acquire one. I assume this has come to your attention in design. If not, I figured I may as well post it for possible imbalance amongst other mods if that is a priority.

Edit: thinking on this, I realize this is likely moot. Disregard if you please.

not really an issue...just a suggestion

sorry if all of this is a little too long i have trouble keeping my writing compact

TLDR:
damage value for dm/rm tools, armor, and weapons from the current recipes with appropriate damage values for the abilities. no damage value tools craftable from the damage value items and needed for the next tier of items (dm damageable needed for dm inf needed for rm damageable needed for rm inf). i could also suggest a damage value for the handheld mass destruction items like the destruction catayst. these would lower the 'op-ness' and the low damage value on the high destruction items would make them less appealing.

Does this sound stupid? does it sound good? does it sound tedious? i think it may be too far as i've explained it but the idea could be throttled back a bit using less materials i just suggested as far as i would like to go for the tools.

for those who want the explanation:
i had a suggestion but i wasnt sure where to put it. i am watching minetv ep3 and hearing the really cool changes coming in ee3 and the damage value philosopher stone (minium stone?) i got an idea. why not damage values for the base recipes of the dark matter and red matter tools, armor, and weapons. just give them a nice damage value and the 'op-ness' of them will be significantly reduced. if you want to keep the permanent tools like we have now you could have them craftable but much more expensive. my idea is that you could have the crafting table involve mulltiple of the damage value tools and perhaps a few repair talismans. my specific idea is a talisman surrounded by 8 of the tool would make an infinite tool. ie: dm pick costs 2 diamonds and 3 dark matter and has a damage value of 750, 8 damage value dm pick and 1 talisman of repair makes a inf dmpick. i go further with this in making the rm items more expensive by having them craftable with the inf dm items. same recipe and same idea as the dm damage and infinite items. you could keep the same abilities across each item as well (perhaps increase the damage by N for how many blocks are damaged ie: dm pick long mode 3x damage or dm hammer mega impact mode 9x damage). perhaps put a damage value on destruction catalyst and the other 2 like it. something like 8 or 16 uses to make it alot less attractive as an alternative to actual mining.

Red water and Buildcraft quarry

I know red water is incomplete but when it is in a buildcraft quarry, the quarry will repeatedly try to break the moving red water block as well as the source. I think it has to be added to the Boolean softBlocks array in the buildcraft api.

Make gold less valuable

I've been playing pre1d with my friend and noticed gold is a little overpowered. I suggest changing it to 1 gold = 4 iron, 8 gold = 1 diamond. That would at the same time make it so you need more gold to make diamond, and give less iron from gold, which would feel more balanced. Not sure if you think so too.

Crash...

It's a my compilation error or ... else ?
java.lang.TypeNotPresentException: Type ee3.common.core.handlers.PacketHandler not present
at sun.reflect.annotation.TypeNotPresentExceptionProxy.generateException(Unknown Source)
at sun.reflect.annotation.AnnotationInvocationHandler.invoke(Unknown Source)
at $Proxy15.packetHandler(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:251)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:415)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
at net.minecraft.client.Minecraft.a(Minecraft.java:424)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ee3.common.core.handlers.PacketHandler
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at sun.reflect.generics.factory.CoreReflectionFactory.makeNamedType(Unknown Source)
at sun.reflect.generics.visitor.Reifier.visitClassTypeSignature(Unknown Source)
at sun.reflect.generics.tree.ClassTypeSignature.accept(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseSig(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseClassValue(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseMemberValue(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotation(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotations2(Unknown Source)
at sun.reflect.annotation.AnnotationParser.parseAnnotations(Unknown Source)
at java.lang.Class.initAnnotationsIfNecessary(Unknown Source)
at java.lang.Class.getAnnotation(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:55)
... 26 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 42 more

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.