Botania

Botania

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Divining Rod doesn't work with some ores

Shirkit opened this issue ยท 15 comments

commented

Hello,

I'd like to report that specifically with Gregtech ores Botania's Divining Rod doesn't seem to be able to track it's ores. I check that it registers the oredict names, but for some reason it doesn't seem to be working with them.

commented

Yes, that should work just fine. It's possible there's different names when the blocks are in the world. Ask greg.

commented

In all likely hood it is due to gregtech ores being tile entities. I know, it is silly and breaks all kinds of things.

commented

What's their exact oredict names?

commented

Some examples:
oreBauxite
oreTin
oreBoron

That's why I thought it was really weird. It should be compatible right?

commented

I can confirm that information, by googling a bit I've confirmed this. Any suggestions besides building a test world with GT installed to reproduce this and discover how to produce similar code? Or you have compatibility guidelines on Botania? Or just wait to see what someone answers in GT thread?

Relevant links: http://forum.industrial-craft.net/index.php?page=Thread&postID=173982#post173982

commented

GregTech ores are told apart by using the NBT data. Because you create a new ItemStack with the id and meta, but completely ignoring tile entity data, you aren't actually creating a valid GregTech ore, and thus it doesn't have the oredict of an ore.

commented

Hell if I'm doing that >_>

commented

I guess we could call this a "feature". When you use GregTech the divining rod automatically stops working to match the difficulty increase.

commented

I guess he did that to overcome the issue with generating 2000 different ore types. @Vazkii maybe create a new item that only appears when GT is present, for compatibility, that checks for TEs? A PR to that would be considered, or just rejected on the fly?

I know that no everyone enjoys having those insane compatibilities inserted into their mods. I'm just thinking, feel free to deny, or to throw some guidelines on specifications.

commented

No, that's just silly.

commented

Ok then, thanks for the heads up. It's pretty ugly, but was an idea. Since I don't have any others, I guess we follow what @retep998 said and call it a feature. I liked the idea of doing with the Rod because it removes part of the randomess of searching for ores, specially those GT veins. If someone comes up with an idea that's not as ugly as mine, feel free to say something.

Off-topic: Great mod BTW, I have so much fun with it. Building nice tree farming setups is so cool. The most cool feature is the gui-less idea (except for the lexicom). It's really cool.

commented

Yeah, he has 2000 ores, but he only actually has 200 different types of ores, so it would only consume 200 ids. But yeah, whatever, one day maybe somehow we can solve this.

commented

200 ids in a world where there is a max of 4096 block ids is quite a lot. You'd only be able to fit in 20 mods like that before you simply ran out of room completely.

commented

Hey, here's an idea, get greg to automatically generate the ore blocks rather than make TileEntity ores :V

commented

He isn't doing that because he has thousands of ore blocks and that would take up a ton of block IDs.