Just checked: in TE3.b8 its compatible already.Hmm...will the TE3's sulfur be oredict compatible with RC's sulfur?
I've been told it is possible to set or configure your tesseract so that people you designate can tap into your frequencies but others cannot. Is that correct and if so how does that work exactly?
While in game type /cofh friend add 'the person's username' without the ' of course. When you click the restricted icon with a heart on it only people added as friends will be able to access the tesseract. It doesn't seem like this extends to frequencies though, only who can or can't actually touch the tesseract.
That's one of the advantages of watching Let's Plays. Some say "why watch others playing the game when you can play it yourself", but seeing how things work is the main reason I watch DW20. Especially when there's something as game-changing as a completely new version of TE or TC.Thanks again KL for the tip on bare hands right clicking on ducts. :3
Hey KingLemming, I'd like to talk about ore generation a bit.
In my world, I use CoFH Core to manage ore generation, because it's so powerful and convenient. I generate TE lead and TE silver in two completely different height bands. There's actually a gap of 20-30 blocks between them where neither generates, so I can very easily tell them apart. both ore types had their spawn amounts scaled up from the defaults in proportion to the height band widening they received, to maintain roughly the same mining amounts as per default.
(The largest parts of the world were generated with early TE3 builds, in case it matters - beta 2, 3, 5 or 6b.)
Now, I know from previous versions of TE that lead and silver often generate together in clusters, but here is what I am observing:
- Silver always generates as silver, 100% of the time
- But lead on the other hand more than half the time generates as silver instead
I can reliably go into the proper height band for lead, mine/cavedive for a while, and come out with something like 13 lead and 17 silver (to name a specific example from last night). A single lead vein consisting of for example 7 blocks will turn up to have 3 blocks lead and 4 blocks silver. Meanwhile, the quarry eating through the silver height band down below will spit out 3 stacks of silver and zero lead. As a result, me and everyone else playing on my server is chronically short on lead all the time, while silver piles up uselessly in chests. Lead after all is used for leadstone (and by extension hardened) conduits and energy cells, as well as for opaque itemducts and fluiducts. And it is also required for hardened glass, which you need for the later-game variations of the same. That's a lot of the infrastructure of TE that's absolutely dependant on. Silver, on the other hand... single bars for transmission coils for engines, and the 4 bars needed for a tesseract. That's more or less it.
The issue grows worse if you add other mods, like IC2, while still depending solely on TE's ore generation for consistency. IC2 Experimental requires moderate amounts of lead for nuclear reactor work, while silver is only ever used in one recipe - glass fiber cable, which has gotten so absurdly diamond-expensive that there's almost no justification to ever build more than one or two batches for niche applications. Again you need far more lead than silver, compounding what's a minor issue in TE alone to a much larger one as far as modpacks are concerned.
So from the perspective as a world/modpack builder and server admin, the way TE currently generates lead and silver is very inconvenient. Instead of having this 50/50 (or even 40/60?) split of lead but a 0/100 split for silver, wouldn't something like 80/20 for lead and 20/80 for silver be more sane? That would keep the interesting multi-composition ore vein feature while still clearly differentiating the two types and allowing an admin to actually control the amounts via the config in a meaningful way... and allow a player to actually find what he's actively looking for, too.
/* LOADING FUNCTIONS */
void loadWorldGeneration() {
String category = "world.thermalexpansion";
List<WeightedRandomBlock>[] oreList = new List[TEProps.Ores.values().length];
for (int i = 0; i < oreList.length; i++) {
oreList[i] = new ArrayList<WeightedRandomBlock>();
}
oreList[TEProps.Ores.COPPER.ordinal()].add(new WeightedRandomBlock(BlockOre.oreCopper));
oreList[TEProps.Ores.TIN.ordinal()].add(new WeightedRandomBlock(BlockOre.oreTin));
oreList[TEProps.Ores.SILVER.ordinal()].add(new WeightedRandomBlock(BlockOre.oreSilver, 90));
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreLead, 80));
oreList[TEProps.Ores.NICKEL.ordinal()].add(new WeightedRandomBlock(BlockOre.oreNickel));
if (BlockOre.enable[TEProps.Ores.LEAD.ordinal()]) {
oreList[TEProps.Ores.SILVER.ordinal()].add(new WeightedRandomBlock(BlockOre.oreLead, 10));
}
if (BlockOre.enable[TEProps.Ores.SILVER.ordinal()]) {
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreSilver, 20));
}
for (int i = 0; i < oreList.length; i++) {
CoFHWorld.addFeature(category, oreList[i], BlockOre.NAMES[i], TEProps.oreClusterSize[i], TEProps.oreNumCluster[i], TEProps.oreMinY[i],
TEProps.oreMaxY[i], CoFHWorld.ORE_UNIFORM, true, BlockOre.enable[i]);
}
}
... to check whether Thaumcraft 4 can still do lead transmutation...
Hmmm. How very odd. I have no reason to doubt your code quote, but we'd have had to strike a really bad streak repeatedly to get the amounts we're seeing.
Is it possible that moving some numbers outside their expected range causes unusual effects? For example, I am generating lead in a height band where vanilla doesn't even generate terrain in most cases (80-120). And back in 1.4.7 I saw something to that effect when generating copper as one vein per chunk, size 72 instead of the then-default of 8 veins of size 9 (roughly, I slightly adjusted numbers). On paper, that should give roughly similar amounts of copper per chunk, but instead I got the hilarious results of copper veins sized 2,000+ blocks that took a team of 4 people over an hour to mine.
...on the other hand, I moved tin and ferrous even higher up and they don't show abberrant behavior. Hmmm.
Large scale quarry samples might be tricky since my computer is currently pretty much always running the server when it is on, but I'm going to keep a record of any lead deposit I can find and of any future quarry sites. If nothing else, your post has at least given me hope that we might just be hitting an extremely freaky outlier on the probability curve.
In the meantime, I guess it's time to check whether Thaumcraft 4 can still do lead transmutation...
KL,
Correct me if I'm wrong, but when CoFH ore worldgen is enabled, *both* of these will be added to the list:
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreLead, 80));
...
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreSilver, 20));
What's the difference between WeightedRandomBlock(BlockOre.oreLead, 80) and WeightedRandomBlock(BlockOre.oreSilver, 20) ?
Specifically, how does WeightedRandomBlock know to fill in the rest with ? Is it possible WeightedRandomBlock is filling in oreSilver, 20 with 20:80 Silver:Silver ?
I'm sort of confused about where you are being confused with this
if (BlockOre.enable[TEProps.Ores.SILVER.ordinal()]) {
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreSilver, 20));
}
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreLead, 80))
/* LOADING FUNCTIONS */
void loadWorldGeneration() {
String category = "world.thermalexpansion";
List<WeightedRandomBlock>[] oreList = new List[TEProps.Ores.values().length];
for (int i = 0; i < oreList.length; i++) {
oreList[i] = new ArrayList<WeightedRandomBlock>();
}
oreList[TEProps.Ores.COPPER.ordinal()].add(new WeightedRandomBlock(BlockOre.oreCopper));
oreList[TEProps.Ores.TIN.ordinal()].add(new WeightedRandomBlock(BlockOre.oreTin));
oreList[TEProps.Ores.NICKEL.ordinal()].add(new WeightedRandomBlock(BlockOre.oreNickel));
if (BlockOre.enable[TEProps.Ores.LEAD.ordinal()]) {
oreList[TEProps.Ores.SILVER.ordinal()].add(new WeightedRandomBlock(BlockOre.oreSilver, 90));
oreList[TEProps.Ores.SILVER.ordinal()].add(new WeightedRandomBlock(BlockOre.oreLead, 11));
} else {
oreList[TEProps.Ores.SILVER.ordinal()].add(new WeightedRandomBlock(BlockOre.oreSilver, 90));
}
if (BlockOre.enable[TEProps.Ores.SILVER.ordinal()]) {
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreLead, 80));
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreSilver, 25));
} else {
oreList[TEProps.Ores.LEAD.ordinal()].add(new WeightedRandomBlock(BlockOre.oreLead, 80));
}
for (int i = 0; i < oreList.length; i++) {
CoFHWorld.addFeature(category, oreList[i], BlockOre.NAMES[i], TEProps.oreClusterSize[i], TEProps.oreNumCluster[i], TEProps.oreMinY[i],
TEProps.oreMaxY[i], CoFHWorld.ORE_UNIFORM, true, BlockOre.enable[i]);
}
}
I think you're confunding node and block.
As I understand the code, when a lead cluster is generated there is roll [1:100] for each block and if the result is <= 80 it's a lead block and otherwise a silver block. Same principle for the the silver node : if the roll <= 90 it's a silver block, otherwise it's a lead block.