[0.12.0] 1.7.10: Technomancy Discussion Thread

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Vexer

New Member
Jul 29, 2019
1
0
0
There a modpack that contains this mod?

If you're on the technic launcher, technicpack.net/modpack/grimoire-magus.317216. The modlist is linked in the overview post. It plays very nicely and the beta has been super stable.

Also, forgive me, for I have sinned #shameless #self #promotion #hashtag #sin
 

Mordenkainen

New Member
Jul 29, 2019
368
0
0
Suggestion - a Thaumcraft omniwrench wand focus.

Already on my todo list! ;)

EDIT - That said, I'm not entirely sure that is possible, but we'll see.

EDIT 2 - After digging in a bit I'm not sure this could be done as a focus without a core mod and actually adding interfaces to the Thuamcraft wands.... Blah... Not something I think is a good idea.

But, that said, it may be possible to create a Wand that can function as a wrench. Perhaps an upgraded version of the Electric Wand.
 
Last edited:
  • Like
Reactions: lolmer

xeronut

New Member
Jul 29, 2019
4
0
0
Already on my todo list! ;)

EDIT - That said, I'm not entirely sure that is possible, but we'll see.

EDIT 2 - After digging in a bit I'm not sure this could be done as a focus without a core mod and actually adding interfaces to the Thuamcraft wands.... Blah... Not something I think is a good idea.

But, that said, it may be possible to create a Wand that can function as a wrench. Perhaps an upgraded version of the Electric Wand.

Thaumic Energistics adds something similar to this - perhaps ask Nividica how they did it if you're not sure how to implement it?
 
  • Like
Reactions: lolmer

Mordenkainen

New Member
Jul 29, 2019
368
0
0
Thaumic Energistics adds something similar to this - perhaps ask Nividica how they did it if you're not sure how to implement it?
Not quite the same. The Thaumic Energistics focus does not implement any "wrench" interfaces. Instead it duplicates the right and left click functionality of the AE Certus Quartz wrench.

Any block that looks back at the item in your hand and says "Is the player holding a wrench?" will be told "No"

The OmniWrench implements the interfaces of several different wrenches (IToolWrench, IHammer, IToolCrowbar,etc.). So many different blocks from different mods will get the answer "Yes" when checking. it also has some custom left and right click behaviors like rotating blocks and picking up machines. Duplicating the built in functionality isn't hard, getting it to be seen as a wrench, that is harder.
 
  • Like
Reactions: lolmer

Mordenkainen

New Member
Jul 29, 2019
368
0
0
Cauldron issue.
Actually I think this can happen on normal servers as well. (Though this one may indeed be because of cauldron)

There is sort of a corner case where the Node Fabricator block is in a loaded chunk, but the "air" blocks are not. So when getTileEntity is called for those blocks it returns null.
I had not seen this with the redstone checking, but with energy input, so knew it was possible.

I think a little more stringent checking of the validity of the air blocks before interacting with them may resolve most of these issues. (And vice-versa)
 

theflogat

New Member
Jul 29, 2019
213
0
0
Actually I think this can happen on normal servers as well. (Though this one may indeed be because of cauldron)

There is sort of a corner case where the Node Fabricator block is in a loaded chunk, but the "air" blocks are not. So when getTileEntity is called for those blocks it returns null.
I had not seen this with the redstone checking, but with energy input, so knew it was possible.

I think a little more stringent checking of the validity of the air blocks before interacting with them may resolve most of these issues. (And vice-versa)

I'll work on it for next week's version. I have a new feature for today's version which I am still testing. Once done, I think it'll be pretty nifty.
 

_MasterEnderman_

New Member
Jul 29, 2019
8
0
1
Would it be possible to create a dynamo which uses the witchery altar power to generate RF? I know you're currently working more on thaumcraft related things, but maybe you could give it a try...
 

Moridin

New Member
Jul 29, 2019
54
0
0
Would it be possible to create a dynamo which uses the witchery altar power to generate RF? I know you're currently working more on thaumcraft related things, but maybe you could give it a try...
The problem with this is that it is very hard to balance,(as brought up by SpitefulFox many times on the Forbidden Magic thread) not to mention, Witchery has no API and is closed source, which makes hooking in to it a lot harder.
 

theflogat

New Member
Jul 29, 2019
213
0
0
Witchery having no API and being closed source, I won't add anything compatible with it.

I broke all links to previous versions!
Also, I tried to use CurseForge, I need my project to be approved...
CurseForge link:
http://minecraft.curseforge.com/mc-mods/229912-technomancy/files/2235574

Fixes for Advanced Deconstruction Table
Improvements of the Thaumonomicon entries
Update Mana value to be more balanced
Improve Blood Dynamo production
Mana Fluid
Item Coil (still needs work)
Refraction removed (should improve loading speed)
Code cleanup
 
Last edited:
  • Like
Reactions: lolmer

Mordenkainen

New Member
Jul 29, 2019
368
0
0
A little warning. Loading 10g will delete all Essentia Coil links, so you will need to re-link all your Essentia Coils.

Witchery having no API and being closed source, I won't add anything compatible with it.

Yes, and the Witchery author specifically prohibits linking into the mod or decompiling it to make addons.
 
Last edited:

_MasterEnderman_

New Member
Jul 29, 2019
8
0
1
Are you going to add support for other mods as thaumcraft, bloodmagic, botania and thermal expansion? Mods like Tinker's Construct or Clockwork Phase?
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
Are you going to add support for other mods as thaumcraft, bloodmagic, botania and thermal expansion? Mods like Tinker's Construct or Clockwork Phase?

How would you propose that would happen? Technomancy, as I understand it, allows magic mods to interact directly with tech/RF. TC or CP aren't exactly either, so I'm not sure how those will fit into Technomancy's design intent.

EDIT: Now that I think about it, it would be cool if Technomancy added support for TC's and TE's ores/metals for 7x processing. In fact, it would be great if Technomancy could *automatically* add support for ANY ores to ingot 7x processing. Look at the mod 'Another One Bites the Dust', because it does exactly that, except for Mekanism's clumps/shards/etc and Thaumcraft's native clusters. It does this by searching for ore dictionary values for ores and ingots, and auto populates.

It's great because I can even go as far as adding ore dict values for things using Minetweaker, and boom, AODB does its magic.

*sigh* and this is why I wish you had your mod on GitHub, because I could post the suggestion there and reference Gany (AODB author) in the ticket, and inspire collaboration between you two (I doubt Gany frequents this thread).
 
Last edited:

Mordenkainen

New Member
Jul 29, 2019
368
0
0
Are you going to add support for other mods as thaumcraft, bloodmagic, botania and thermal expansion? Mods like Tinker's Construct or Clockwork Phase?

Time dynamo? LOL.

Actually, I would think that Ars Magica 2 is the next most logical addition, if only they would get the power API working right... <SIGH>

How would you propose that would happen? Technomancy, as I understand it, allows magic mods to interact directly with tech/RF. TC or CP aren't exactly either, so I'm not sure how those will fit into Technomancy's design intent.

EDIT: Now that I think about it, it would be cool if Technomancy added support for TC's and TE's ores/metals for 7x processing. In fact, it would be great if Technomancy could *automatically* add support for ANY ores to ingot 7x processing. Look at the mod 'Another One Bites the Dust', because it does exactly that, except for Mekanism's clumps/shards/etc and Thaumcraft's native clusters. It does this by searching for ore dictionary values for ores and ingots, and auto populates.

It's great because I can even go as far as adding ore dict values for things using Minetweaker, and boom, AODB does its magic.

*sigh* and this is why I wish you had your mod on GitHub, because I could post the suggestion there and reference Gany (AODB author) in the ticket, and inspire collaboration between you two (I doubt Gany frequents this thread).

Um, Done, and Done, and... Well... Done.

Automatic ore detection was added several revs back. As long as the ore has an oreDictionary entry of "oreXXXXX", a matching oreDictionary entry of "ingotXXXXX", and a furnace smelting recipe that goes from ore->ingot, it will automatically have a processing chain added for it. If the ores/ingots do not, well, you can add that yourself using MineTweaker, or bug the mod dev to properly register with the oreDictionary. Ores that do not have a furnace recipe to smelt them are excluded on purpose! Humorously enough this uses code stolen.... errrr.... borrowed from AOBD2.

As far as GitHub: https://github.com/theflogat/Technomancy
 
  • Like
Reactions: theflogat