RFTools - Support and Suggestions

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McJty

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So orbs can now take any number of material modifiers, and will layer them in concentric spheres? Fancy.

Also, nice touch on the stained glass. Looks neat!

No it is not like that (although I was considering exactly your idea too for a new type of orb :)
Basically the multiple materials are chosen randomly PER orb. So if you specify iron and gold ore for feature orb you will get both full iron ore orbs as well as full gold ore orbs.

The stained glass orbs are liquid orbs. They are filled with some liquid.
 

Someone Else 37

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No it is not like that (although I was considering exactly your idea too for a new type of orb :)
Basically the multiple materials are chosen randomly PER orb. So if you specify iron and gold ore for feature orb you will get both full iron ore orbs as well as full gold ore orbs.

The stained glass orbs are liquid orbs. They are filled with some liquid.
Oh, I see. So orbs can now take any number of materials, and each individual orb picks one at random. Still neat.
 

Pyure

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Hey Jitty, I'm finally trying a more legit swing at your mod (not in Pathfinder)

Is it possible to power up a dimension without it running (and thus costing maintenance)?
 

Someone Else 37

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Hey Jitty, I'm finally trying a more legit swing at your mod (not in Pathfinder)

Is it possible to power up a dimension without it running (and thus costing maintenance)?
If you give the Dimension Builder no more power than it needs to create the dimension (via a restricted-output energy cell), the dimension won't have (much) RF in it when it's finally built, since the Builder just dumps the entire contents of its RF buffer into the dimension when it's finished building. You can then safely cut the power to the Builder. The only downsides to an unpowered dimension are (a) you'll die instantly if you try to go there if you don't have a phased field generator on your hotbar, and (b) any entities or tile entities in the dimension will cease to function. If you don't try to do anything there, you'll be fine.

However, I'm guessing that's not the answer you were looking for. What you probably want is the Activity Probe. Just plop one down anywhere in your dimension- it doesn't need any kind of power or fuel. Now, whenever you leave the dimension (and don't leave any chunkloaders behind), it'll cease consuming power entirely.
 

Pyure

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However, I'm guessing that's not the answer you were looking for. What you probably want is the Activity Probe . Just plop one down anywhere in your dimension- it doesn't need any kind of power or fuel. Now, whenever you leave the dimension (and don't leave any chunkloaders behind), it'll cease consuming power entirely.
I saw this in the manual (or googling, I forget), was wondering if it was the proper solution.

Yeah this is what i'm looking for. It was annoying me that my RF capacity is around 30 rf/t and trying to power a dimension that is costing me 27 maintenance per tick.

BTW, the enscriber said this dimension was going to run me closer to 12 rf/t. Is this discrepancy because its not infused?

Also: I'm total shit at making dimensions apparently :(

2015-04-19_00.27.22.jpg
 

McJty

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The RF/tick the enscriber tells you is based on the dimlets you insert. However, if you have random features (because you didn't eliminate all randomness in the dimlets you provided) there can be additional costs. Random features only cost 10% of the actual cost so you can get lucky there. However, it can give you unexpectedly more costs then you thought it would have.
 

Pyure

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The RF/tick the enscriber tells you is based on the dimlets you insert. However, if you have random features (because you didn't eliminate all randomness in the dimlets you provided) there can be additional costs. Random features only cost 10% of the actual cost so you can get lucky there. However, it can give you unexpectedly more costs then you thought it would have.
I'm having amassively hard time coping with expected vs unexpected results, mostly because I'm still not 100% sure what dimlets are expected in what order.

It would really help if the enscriber added feedback such as:
  • Features: Will be random
  • Time: Will be random
I'd learn the syntax in no time with that.
 

McJty

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I'm having amassively hard time coping with expected vs unexpected results, mostly because I'm still not 100% sure what dimlets are expected in what order.

It would really help if the enscriber added feedback such as:
  • Features: Will be random
  • Time: Will be random
I'd learn the syntax in no time with that.

Basically everything you don't specify will be random. If you don't specify a terrain it will be random. If you only specify one biome for a checkerboard controller you will get one random biome. If you don't specify any material/liquid modifiers for a terrain or feature it will be randomized. As soon as you specify something for a certain thing it will no longer be randomized.
 

Pyure

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Basically everything you don't specify will be random. If you don't specify a terrain it will be random. If you only specify one biome for a checkerboard controller you will get one random biome. If you don't specify any material/liquid modifiers for a terrain or feature it will be randomized. As soon as you specify something for a certain thing it will no longer be randomized.
No I realize that, the problem is that as a pretty dumb user I didn't know what I didn't have. That dimension was my nice single-biome beach dimension with bright days and spheres of unknown liquid floating around. You see the problem?
 

McJty

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No I realize that, the problem is that as a pretty dumb user I didn't know what I didn't have. That dimension was my nice single-biome beach dimension with bright days and spheres of unknown liquid floating around. You see the problem?

You can specify 'Feature None' dimlet to avoid that kind of random surprises. That's why the 'None' or 'Default' dimlets exist. They eliminate randomness
 

Pyure

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You can specify 'Feature None' dimlet to avoid that kind of random surprises. That's why the 'None' or 'Default' dimlets exist. They eliminate randomness
The point I'm trying to make is that I've read all this stuff before, but when it comes down to actually making a dimension, I lack feedback.

I don't need more instructions or tips. The mod itself has a piece of important feedback missing.
 

Armetron

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Jul 29, 2019
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I have a quick question that I hope was not previously asked in the earlier pages, when I make an island or islands terrain gen and I put normal everything and none everything so that there is no randomness at all, at a certain level all dirt blocks stop becoming grass blocks and for some reason when I put a grass block next to a dirt block at that level it refuses to spread the grass, even a botania pasture seed wont work on dirt at that level, currently the level in my test dimension is 59.

is there a way to force all dirt blocks that have no dirt or stone above them to be grass blocks?
 

McJty

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Two upcoming new features:

  • A 'Dial Once' button. This is handy in case you are in a public place and want to dial to your private receiver. If you would do this in the current version of RFTools you would have no choice but to leave the connection open and people would be able to go through. Now you can do 'Dial Once' and the teleport will only work one time. After you teleport the transmitter will be 'undialed'.
  • A way to mark receivers as favorite. This is remembered per player. A dialing device can then be filtered based on this so you only get to see your favorite destinations. Makes for less clutter.


7UGa4Yd.png
 

McJty

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New feature for next version. Interactive screens. In this example you can see how a matter transmitter can be configured to be dialed to different locations and you can change the location by pressing a button directly on the screen. You will also be able to send out wireless redstone signals this way.

jH5fjG9.png
 

keybounce

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Jul 29, 2019
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I need help with CofhCore, and I don't know where else to ask.

Basically: I want CofhCore to do nothing at all, except provide the RF api/library that you need. Nothing else. And specifically, no changes to the water behavior.

CofhCore wants to change the class of water, as far as I can tell. This conflicts with another mod that has "change the water" as it's function.

Is there any other way to get the definitions needed for RF for RfTools to work?

The problem:
Code:
Type 'cofh/asmhooks/block/BlockTickingWater' (current frame, stack[3]) is not assignable to 'com/mcfht/realisticfluids/fluids/BlockFiniteWater'
Issue report: https://github.com/CoFH/Feedback/issues/449
(Two days, and not even an acknowledgement, assignment, or anything.)
 

keybounce

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OUCH.

(RfTools needs CofhCore)
I don't remember that being the case before; what does it need COFH for?

This is happening with 2.75

I'd imagine RFTools needs it for RF.

... CoFH _CORE_? That's worldgen stuff, right?

(EDIT: Retrogen support, replacing the ore layouts/distributions, providing more ores than normal, giving a bunch of layout options similar to COG, etc.)

It adds world functionality. It also adds RF, along another wide variety of things.

So apparently, RF can be defined with just CofhLib -- http://www.curse.com/mc-mods/minecraft/220333-cofhlib

I did not find this library on the team cofh web site, nor any link from CofhCore's web page.

CofhCore is conflicting with another mod I want to use.
Can Rftools use CofhLib instead of CofhCore?

EDIT: Thanks to King Lemming for getting to find CofhLib, and realizing that it's what I need, and that there's probably no solution to the ASM conflicts I'm running into with core.