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They are in /config/Reika/Chromaticraft_CustomRecipesWhat is their serverside location?
/config being relative to...?They are in /config/Reika/Chromaticraft_CustomRecipes
Do you know how player imitation cores work? I have this setup based on what the lexicon said but nothing seems to be going into the collectors.
Report that on the GitHub.Thanks to everyone for helping me when I built the structure in owerworld, it all worked, it seems like I'll have to move the entire base there =).
The compass says that there is O_O, I was guided by it, I will have to run to check its testimony, if you say that they are not there .
I ran to the places where the compass was pointing in the twilight forest, and there are no pilons, as you said, just the marks point to an empty place, so this is a bug of some kind.
/config is relative to the servers root directory, e.g. the same one that the mods folder and world folder are located./config being relative to...?
That...does not sound right.../config is relative to the servers root directory, e.g. the same one that the mods folder and world folder are located.
Check your logs (serverside); are there mentions of recipe files?The directory structure? I might have been a bit vague, the server is hosted remotely, so I don't have any directories above the one the main server files are in.
That is to say, the servers root directory contains the config folder, the mods folder, the forge jar, etc. Hope that clears that up.
This is the first refining information I have ever seen on the CME issue, though I am dubious that it is the cause in all cases.
My guess is that the Single Player CME problem is the SP server getting overloaded from constantly having too "ping" the network, this gets compounded radically when you add a Crystal Storage/Lumen Tree to the network(guessing it's pinging all available pylons, even when the tree/storage is at max), yes I still do get CME's sense removing the Lumen Tree, and the Crystal charger but they are not happening nearly as much, and well honestly it kinda makes the mod "meh" not everyone has time to play on a server ...
This is not true at all; it has nothing to do with what CMEs are.My guess is that the Single Player CME problem is the SP server getting overloaded from constantly having too "ping" the network, this gets compounded radically when you add a Crystal Storage/Lumen Tree to the network(guessing it's pinging all available pylons, even when the tree/storage is at max), yes I still do get CME's sense removing the Lumen Tree, and the Crystal charger but they are not happening nearly as much, and well honestly it kinda makes the mod "meh" not everyone has time to play on a server ...
They do not generate infinitely.Do the trees ping the pylons even when the relevant element is maxed out? I've tried looking at the code, but Reika's setup for the networking system baffles me.
Anyway, one more question from me. ChromatiCraft is one of my favourite mods because of the sheer amount of content in it. I've explored most of the mod at this point, except for one thing:
The Glowing Towers and Unknown Artefacts. I've looked through the code, and it seems like only a finite number of these generate per world, I think these were added after I started the world, so I might be missing the worldgen. Is there a way to retrogen only these features? (The last time I tried running retrogen, the game hung for about 10 minutes before crashing from a stack overflow).
And if the towers and artefacts do generate infinitely, would you mind giving me a hint as for what exactly I'm looking for or a general idea of where to look?
They do not generate infinitely.
The Glowing Towers and Unknown Artefacts. I've looked through the code, and it seems like only a finite number of these generate per world, I think these were added after I started the world, so I might be missing the worldgen. Is there a way to retrogen only these features? (The last time I tried running retrogen, the game hung for about 10 minutes before crashing from a stack overflow).
And if the towers and artefacts do generate infinitely, would you mind giving me a hint as for what exactly I'm looking for or a general idea of where to look?
You have not filled it.I got lucky and stumbled upon one of those towers a few thousand blocks out while searching for the cliffs biome in my current game and spawned in the same chunk as one in a previous game. Sometimes luck is a harsh mistress.
I still haven't figured out the use of the crystal right-click UI yet. It just makes a "wrong sound". Has the function been implemented yet?
Here.Also what place is better to post feature ideas? Here or github?
You have not filled it.
Use the RC spring-powered pump, which has a much larger capacity.I guess I'll have to try a little bit harder to figure this out then!
I was thinking about a fluid tool that could link to a crystal tank or other valid fluid storage, or be able to store X amount of fluid in it and allow you to place the fluid in world. I know there are machines that fill holes and the like, but this would be useful for small scale placement rather than click tank, place fluid, click tank, repeat.
That removes the need for exploration altogether, instead turning it into simple "follow the arrow".Another thought would be a biome compass for your biomes. Mostly thinking about how the dimension resets and how hard it can be to find certain ones. Maybe it has an inventory slot that when an item exclusive to the biome is placed it will point to the closest biome it represents so that you would have to have found the biome at least once so that people can't just beeline? i.e cliffstone would point to luminous cliffs or aura glass shards points to crystal plains.
I don't know how hard it would be to implement as I am not familiar with coding, but as someone who spent a few hours and 40k+ blocks searching for crystal mountains for those sweet blocks it would be a very welcome addition.
Making the spawner run its normal behavior is not possible without ASM, and at any rate you are describing RC's spawner controller.Looking at the code, the Player Imitation Core seems rather limited in its capabilities. What if it also allowed mob spawners to run when the player isn't nearby, at a reduced rate depending on the tier of the core?