Mod Feedback [1.7.10] Thermal Recycling Info/Support

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OreCruncher

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Hey all! Need some feedback.

I have been toying with the idea of adding one-shot power devices to the mod. These devices would be modeled on some real life things called RTGs (Radioisotope Thermal Generator) and SRGs (Sterling Radioisotope Generator). They would have a lot of stored energy, but release the energy at low levels over time. Here is a rough outline with my thoughts on how it would work:
  • Some percentage of Redstone Ore will be replaced with Energetic Redstone Ore. When mined it will drop Energetic Redstone Dust.
  • The Energetic Redstone Dust can be substituted for regular redstone in recipes. Furthermore they can be used to create a crafting item called Fuel Pellets.
  • Fuel Pellets would be combined together with another crafting item (RTG Housing or some such). The resulting item would be a fully charged RTG Device.
The RTG device would have 1M RF, and release it at the rate of 20RF/t. It is not a block, but is considered an energy storage device. They can be placed into TE machines to power them, or in other devices that understands the IEnergyContainerItem interface. Once the device is drained it becomes inert and cannot be recharged. Of course, some sort of recycling mechanism would be added to the mod.

Other tiers of RTG Device are possible, each increasing the RF released per tick as well as the amount of energy that is stored. Not sure how far I would want to carry this.

In support of these devices I was thinking of adding a new machine block that can be placed into the world. There would be inventory slots where RTG devices can be installed (or any device support IEnergyContainerItem for that matter). Power conduits could be attached to the block so that energy can be fed into mainline power systems.

What do you guys think?
 

Golrith

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I like the idea, but I'd start at a lower RF/t for it though, as 20 is quite high.
 

OreCruncher

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I was thinking of starting lower, too. :) 20 is a little bit high, especially for a lower tier battery. Hard part is deciding how much energy to put in these things. IRL these devices can last 10-15 years.
 

Golrith

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I was thinking of starting lower, too. :) 20 is a little bit high, especially for a lower tier battery. Hard part is deciding how much energy to put in these things. IRL these devices can last 10-15 years.
I would say that whatever you decide, make the values configurable.

BTW, what are the minetweaker commands for ThermRec?
 

OreCruncher

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I think I came up with some reasonable starting numbers for the RTG. And yes, it will be configurable. :)

As for Minetweaker, you can find info on how to use it with Thermal Recycling here. Not sure if it is entirely usable - haven't had any feedback on it as of yet.
 

Golrith

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I think I came up with some reasonable starting numbers for the RTG. And yes, it will be configurable. :)

As for Minetweaker, you can find info on how to use it with Thermal Recycling here. Not sure if it is entirely usable - haven't had any feedback on it as of yet.
Sweet, I'll let you know. I'm working on a wasteland themed pack, so Scrap and Piles of Rubble fit the theme perfectly, just need to tweak things a bit to match the theme.
 
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OreCruncher

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Thermal Recycling v1.0.3.1ALPHA is available!

Release Summary
This is an ALPHA release. DO NOT INCLUDE IN PUBLIC MODPACKS. This release contains world gen changes which could change prior to a BETA release. As with this or any other mod update make sure you back up your saves prior to deploying.

Documentation for the new items are in the links provided above. Feel free to ask questions or provide feedback.
 

Golrith

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If I'm using COFH Worldgen to customise ore generation, will I need to define Energetic Redstone Ore generation, or will TR still do it's magic and replace blocks?
 

OreCruncher

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No, you shouldn't have to do anything special.

After a chunk generates TR will scan the chunk looking for redstone ore blocks. For each block it finds there is a 1-in-N chance it will be replaced with Energized Redstone Ore. N is 10 by default.
 
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OreCruncher

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Thermal Recycling v1.0.3.3BETA is available!

Release Summary
  • Improved textures of Battery Rack and RTG Energy Cells. I am not a graphic artist so be gentle. :)
  • FIX: Rotation of Battery Rack now recalculates conduit connections
  • FIX: RTG Housing can now be recycled into parts
  • CHANGED: Composter now makes 2 meal per recipe iteration rather than 1. The amount can be configured.
This may be a short BETA based on feedback.
 
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Golrith

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Just to let you know I think the textures are fine, and I tested the ore generation and indeed, I had to do nothing, congrats. A nice seamless system.
 

OreCruncher

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Thermal Recycling v1.0.3.4BETA is available!

Release Summary
  • Food items can now be specified as breeding material for animals using MineTweaker.
  • Added ability to breed pigs using Potatoes, Pumpkins, and Melon Blocks via the builtin mod mechanics.
  • Increased the internal tank size of the Composter to 8 buckets from 4.
  • Introduced a new item called a Depleted RTG Energy Cell. When an RTG Energy Cell reaches 0 charge it will automatically convert.
  • Allow automation of the Battery Rack. Items can be inserted and extracted using pipes. Depleted RTG Energy Cell can be used as a whitelist filter on extract pipes to ease automation.
  • Cleanup NEI information related to RTG Energy Cells.
  • Internal code cleanup and performance tweaks
 

OreCruncher

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Thermal Recycling v1.0.3.6 Release is available!

Release Summary
  • NEW: Add RTG Energy Cell, Battery Rack, and Energetic Redstone Ore and Dust
  • NEW: Added Forestry 4.x support. Pre-4.x Forestry will also work. The devs on Forestry decided to clean up their item naming. There may be more work to come depending on further Forestry changes.
  • NEW: Food items can now be specified as breeding material for animals using MineTweaker.
  • NEW: Added ability to breed pigs using Potatoes, Pumpkins, and Melon Blocks via the builtin mod mechanics.
  • CHANGED: Moved location of the ThermalRecycling.log file to the ./minecraft/logs directory.
  • CHANGED: Increased the internal tank size of the Composter to 8 buckets from 4.
  • CHANGED: Composter now makes 2 meal per recipe. Amount can be configured.
 

Golrith

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Is it possible to extract a list of everything currently defined in the rubble lists?
 

OreCruncher

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Hmmmm... I don't think there is an easy way to do that. I don't think Minetweaker has an interface, either. I will put it on my to do list for dumping the tables to the log file after Tweaker scripts have run.
 

Golrith

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Hmmmm... I don't think there is an easy way to do that. I don't think Minetweaker has an interface, either. I will put it on my to do list for dumping the tables to the log file after Tweaker scripts have run.
Is it possible to see what's in the list by default by looking at the raw code somewhere? Key thing is knowing what weights are in use for tweaking the lists.
 

OreCruncher

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Is it possible to see what's in the list by default by looking at the raw code somewhere? Key thing is knowing what weights are in use for tweaking the lists.

The source directory you want is here. Toward the bottom of each of the "mod" files you will see code like "PileOfRubble.addRubbleDrop()". You would have to go through each of the files. For example some Forestry items are added if Forestry is installed.
 
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Golrith

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The source directory you want is here. Toward the bottom of each of the "mod" files you will see code like "PileOfRubble.addRubbleDrop()". You would have to go through each of the files. For example some Forestry items are added if Forestry is installed.
That's great, thank you!
 

OreCruncher

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Thermal Recycling v1.0.4.0BETA Release is available!

Release Summary

  • ADD: Dump Pile of Rubble loot table to ThermalRecycling.log during startup. Helps modpack authors figure out what is in the list and make adjustments.
  • CHANGE: Don't allow Pile of Rubble to generate on top of another pile (looking at you BoP).
  • CHANGE: Power consumption and operation duration of the Thermal Recycler is now configurable.
  • CHANGE: Thermal Recycler will not start operation until there is enough energy stored in internal storage to complete the entire operation. This eliminates the chatty nature of TileEntity updates when running in low power conditions.
  • CHANGE: Clarified config file documentation related to Waila options. Some of the comments could have been easily misconstrued.
  • CHANGE: Modified internal random number generation to use ThreadLocalRandom variant.
  • UPDATE: Built against Forge 1566. It's the most bleeding edge version at this moment. The mod should be compatible with 1448 and after.
  • UPDATE: Updated Forestry and BuildCraft API dependencies.
  • UPDATE: ru_RU and pt_BR language updates.
NOTES:
  • As always please back up your saves before installing this or any other mod update.
  • Keep in mind that this is a BETA. Things may change prior to release.
  • Forestry is still undergoing changes. I am interested in hearing any issues related to the newer Forestry releases.
  • It has been reported that Biomes O'Plenty could cause double/stacking rubble drops in Overworld, and rubble piles in the Nether. This BETA addresses the stacking piles by not permitting them, though I think the real issue is with BoP. To prevent generation in the Nether add the Nether dimension to the rubble pile dimension blacklist in the config. I may change the method of how rubble piles generate during world gen to avoid things like this.
 

OreCruncher

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Thermal Recycling v1.0.4.1BETA Release is available!
  • ADD: Shift right click with crescent hammer or battle wrench to break machines. Content will drop.
  • ADD: Seeds registered with "listAllseed" will be tagged as BROWN compost (AgriCraft).
  • ADD: Vacuum enchant that allows players to easily collect items on the ground.
  • FIXED: No longer able to rotate/dye a vending machine that is not owned by the player.
 
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