Mod Feedback ChromatiCraft questions and suggestions

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bremmon

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Jul 29, 2019
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. . . or the inaccuracy in the pylon compass works really bad:)

Actually, in the modpack we are in, The Sky Is The Limit, it uses Enhanced Biomes. In all the exploration I have been doing it seems they pylons will gen in certain biomes and totally not spawn in others. We happen to build in one that doesn't have any that spawn.
 

Wraithflay

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Jul 29, 2019
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Problem is that the nearest pylon is 1500m away. Our biome has none that generated. Working the numbers it looks like I would need something like over 55 repeaters just to get one pylon linked to my complex.
I'm assuming that you've made the compass so as to see the nearest pylons of each colour? Well, your prior post answers that I suppose, heh. For comparison's sake, my longest repeater line was around 50'ish personally, but that was the LONGEST possible line out of all of my colours (ended up being... black I think?). Sounds like you're going to need pretty excessive amounts of materials and time if you want to pursue ChromatiCraft within that pack, if its structures aren't spawning within some biomes.
 

bremmon

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Jul 29, 2019
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I'm assuming that you've made the compass so as to see the nearest pylons of each colour?

Yeah. The closest shown by the compass is 1500m. I will just have to relocate the Chromaticraft part of my operation elsewhere and figure out a way that traveling between my base and my Complex isn't a chore.
 

bremmon

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Jul 29, 2019
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Ok. . .

1) Does the pylon compass show the nearest pylon? For example the only Kuro pylon is 2800m away.

2) Does a Crafting Complex have to have ALL 16 pylons linked to via repeaters?

3) (to be continued)
 

EyeDeck

Well-Known Member
Apr 16, 2013
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. . . or the inaccuracy in the pylon compass works really bad:)
In my experience, the pylons need to have actually been loaded (i.e. the chunks with the pylons having actually been visited) by the client since launch for the pylon compass to function accurately. Otherwise, it will often point to pylons kilometers or more away.

Come to think of it, I could've sworn the pylon compass worked properly back in ~v3...
 

Reika

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Sep 3, 2013
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In my experience, the pylons need to have actually been loaded (i.e. the chunks with the pylons having actually been visited) by the client since launch for the pylon compass to function accurately. Otherwise, it will often point to pylons kilometers or more away.

Come to think of it, I could've sworn the pylon compass worked properly back in ~v3...
It can only access the cache sent by the server.
 

keybounce

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Jul 29, 2019
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It can only access the cache sent by the server.
This sounds to me like you are saying that all the logic runs client-side.

Can't you have the logic run server-side, and tell the client which side to point to?

Otherwise, imagine two people arriving at the same spot from different directions -- their compasses will point in different locations
 

Reika

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This sounds to me like you are saying that all the logic runs client-side.

Can't you have the logic run server-side, and tell the client which side to point to?

Otherwise, imagine two people arriving at the same spot from different directions -- their compasses will point in different locations
???

The server tells the client where the pylons are. The client does the math to find the relative angles.
 

bremmon

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Jul 29, 2019
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Thanks for all your responses. It seems that the compass points to one of each color rune discovered. It also seems that it points to the closest rune to my position. I ended up moving and am liking my current location.

One further question. . .

In building the Casting Complex, I see it requires 16 runes. Though only the schematic shows runes of all the same color, should the runes be one of each color? Does it matter? The schematic seems to indicate that it is all one color no matter the color. Is that correct?
 

EyeDeck

Well-Known Member
Apr 16, 2013
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It can only access the cache sent by the server.
The way it works now, after just starting the client the pylon compass looks like this. The only pylons visible in the compass here are the magenta, cyan and light blue pylons distantly visible on the left, the white pylon which is just off the right of the screen, and the blue pylon, which probably doesn't actually exist and the compass is lying to me. After flying around for a bit to update (?) the client - without generating any new pylons, if the functioning casting complex in the same screenshot didn't give a clue - the pylon compass looked like this.

Shouldn't the client just be getting a list of all pylons on the map from the server at some point, without having to manually go around visiting pylons?
 
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RavynousHunter

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Jul 29, 2019
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How would the client know ahead of time? Unless you add in some kind of predictive methods, such a thing would border on impossible. The server generates the cache as pylon chunks are made, this is the simplest implementation that doesn't involve something incredibly complex.
 

keybounce

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Jul 29, 2019
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???

The server tells the client where the pylons are. The client does the math to find the relative angles.
Exactly. The client does the work based on what the server has told it. But the server doesn't tell it about everything the server knows, from what I understand of what you've said.

In other words, you've said that the client only knows what the server has sent from the cache, yet the server has seen every chunk that was ever loaded.

So, if two people are heading to chunk (100, 0), one from (100, -40), and the other from (100, 40), when they get to (100, 0), the two clients will have seen different chunks and different pylons, and calculate different directions; while the server has seen every pylon ever loaded (possibly ever generated, depending on how you store the pylon data).
 

Reika

RotaryCraft Dev
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Sep 3, 2013
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Exactly. The client does the work based on what the server has told it. But the server doesn't tell it about everything the server knows, from what I understand of what you've said.

In other words, you've said that the client only knows what the server has sent from the cache, yet the server has seen every chunk that was ever loaded.

So, if two people are heading to chunk (100, 0), one from (100, -40), and the other from (100, 40), when they get to (100, 0), the two clients will have seen different chunks and different pylons, and calculate different directions; while the server has seen every pylon ever loaded (possibly ever generated, depending on how you store the pylon data).
I do not remember how the data is sent. Ideally, it would send everything, but I doubt that to be feasible or how it was implemented.
 

Someone Else 37

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Feb 10, 2013
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Thanks for all your responses. It seems that the compass points to one of each color rune discovered. It also seems that it points to the closest rune to my position. I ended up moving and am liking my current location.

One further question. . .

In building the Casting Complex, I see it requires 16 runes. Though only the schematic shows runes of all the same color, should the runes be one of each color? Does it matter? The schematic seems to indicate that it is all one color no matter the color. Is that correct?
The runes in the casting complex structure can be any color. In fact, it's recommended that you use one of each color.

Notice that atop each rune is a crystal repeater block, and below it is two crystalline stone. These blocks form a valid and functional crystal repeater. Furthermore, each of these repeaters can see the casting table multiblock in the center. They make convenient hookup points for your lumen network.
 

Reika

RotaryCraft Dev
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The runes in the casting complex structure can be any color. In fact, it's recommended that you use one of each color.

Notice that atop each rune is a crystal repeater block, and below it is two crystalline stone. These blocks form a valid and functional crystal repeater. Furthermore, each of these repeaters can see the casting table multiblock in the center. They make convenient hookup points for your lumen network.
They are in fact the only viable connection points should you choose to augment the setup with things like the Delegate.
 

Xavion

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Jul 29, 2019
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So a question I've stumbled upon, is there anyway to have pendants not turn evil when in the nether or deep dark? or at least to make it so the portokali crystal doesn't light me on fire every time I want to go mining, that and fire resistance is most useful in the nether so having the crystal work would be real handy, or at the very least do nothing.
 

Reika

RotaryCraft Dev
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Sep 3, 2013
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Toronto, Canada
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So a question I've stumbled upon, is there anyway to have pendants not turn evil when in the nether or deep dark? or at least to make it so the portokali crystal doesn't light me on fire every time I want to go mining, that and fire resistance is most useful in the nether so having the crystal work would be real handy, or at the very least do nothing.
Aura Pouches are good for that. :p
 

Xavion

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Jul 29, 2019
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Aura Pouches are good for that. :p
So I just checked in my test world and that didn't work for me, I've run the commands to give full Chromaticraft progress and cheated in an aura pouch and a bunch of pendants, overworld is fine, head to the nether and bam! A ton of horrible effect set upon me that are constantly renewed and can mostly be countered by just throwing away the pendant and drinking milk.

Any possible ideas on what I might've done wrong? Running v9b so that's not an issue.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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Toronto, Canada
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So I just checked in my test world and that didn't work for me, I've run the commands to give full Chromaticraft progress and cheated in an aura pouch and a bunch of pendants, overworld is fine, head to the nether and bam! A ton of horrible effect set upon me that are constantly renewed and can mostly be countered by just throwing away the pendant and drinking milk.

Any possible ideas on what I might've done wrong? Running v9b so that's not an issue.
Notice the tint on the slots.