Swarmed by Bees when Sieving and Yellorium Pieces/Chunks failing to register.
papaworld opened this issue ยท 17 comments
Hi, running MC 1.12.2 with Creatio version 0.4. When sieving with standard sieve and compressum sieves the bees from MagicBees, Binnies Extra Bees and Forestry take over half of the sieving output.
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is there a way to turn off all the Bees as product output of sieving?
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would you consider using different catalyst material so Bees won't interfere with Ore Piece output?
Side Bar Question: with the March 2019 Forge and Extreme Reactors updates... upon game load it displayed "removing ex nihilo yellorite pieces". So, I rolled back Forge and Extreme Reactors versions, indeed the yellorite pieces were removed. Is there a way to return yellorite pieces to the newer Forge or are the MineCraft Police on a mission?
ThanX
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The recipes can be changed by editing the JSON files.
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I am open to suggestions on what should be used instead.
You can also just compost the bees with the default configs.
As for the yellorium issue, it shouldn't be removing the chunks. Are you using a specific modpack?
Edit: shouldn't not should.
Upon thinking about what could be causing an issue with the newer Extreme Reactors, if he has changed how/when he registers items the plugin we have for extreme reactors might not be seeing the yellorium ingot as registered. Unfortunately the dev hasn't updated his github code in several years.
@ZeroNoRyouki Have you changed how extreme reactors does item registration? Would you be willing to update the code on your github repository?
Hi. I've changed the Ids a couple of versions ago when I flattened all the items and blocks. You can see the new Ids in game with the advanced tooltips on (F3+H). The id of the Yellorium Ingot is "ingotyellorium", the dust is "dustyellorium", the same goes for all the other ingots and dusts. Ore Dictionary names where not changed.
Thank you @ZeroNoRyouki I will update the extreme reactors compat plugin for the changes.
Removing an item from the sieve drops is easy (you delete lines instead of adding them)
For example if your sand entry in the SieveRegistry.json file looks like
"ore:sand": [
{
"drop": "minecraft:prismarine_shard:-1",
"chance": 0.02,
"meshLevel": 4
},
{
"drop": "forestry:apatite:-1",
"chance": 0.05,
"meshLevel": 4
},
{
"drop": {
"name": "forestry:bee_princess_ge",
"meta": 0,
"nbt": "{MaxH:30,Health:30,IsAnalyzed:0b,Genome:{Chromosomes:[{UID1:\"forestry.speciesModest\",UID0:\"forestry.speciesModest\",Slot:0b},{UID1:\"forestry.speedSlower\",UID0:\"forestry.speedSlower\",Slot:1b},{UID1:\"forestry.lifespanShort\",UID0:\"forestry.lifespanShort\",Slot:2b},{UID1:\"forestry.fertilityNormal\",UID0:\"forestry.fertilityNormal\",Slot:3b},{UID1:\"forestry.toleranceBoth1\",UID0:\"forestry.toleranceBoth1\",Slot:4b},{UID1:\"forestry.boolTrue\",UID0:\"forestry.boolTrue\",Slot:5b},{UID1:\"forestry.toleranceDown1\",UID0:\"forestry.toleranceDown1\",Slot:6b},{UID1:\"forestry.boolFalse\",UID0:\"forestry.boolFalse\",Slot:7b},{UID1:\"forestry.boolFalse\",UID0:\"forestry.boolFalse\",Slot:8b},{UID1:\"forestry.flowersCacti\",UID0:\"forestry.flowersCacti\",Slot:9b},{UID1:\"forestry.floweringSlowest\",UID0:\"forestry.floweringSlowest\",Slot:10b},{UID1:\"forestry.territoryAverage\",UID0:\"forestry.territoryAverage\",Slot:11b},{UID1:\"forestry.effectNone\",UID0:\"forestry.effectNone\",Slot:12b}]}}"
},
"chance": 0.01,
"meshLevel": 4
}
],
Then a diamond mesh will drop pismarine shards (2%), apatite (5%) and Modest princesses (1%). The huge chunk of NBT data is only necessary to add a bee. To remove the princesses simply delete the entire entry corresponding to them so that your sand entry would look like:
"ore:sand": [
{
"drop": "minecraft:prismarine_shard:-1",
"chance": 0.02,
"meshLevel": 4
},
{
"drop": "forestry:apatite:-1",
"chance": 0.05,
"meshLevel": 4
}
],
Adding a new mesh is unfortunately not feasible without re-writing the entire sieve code including: the block, the TE, the registry, the rendering code, ... and potentially breaking every existing world's config files. Which I am not going to do on 1.12.2 (future versions will be more flexible).
Regarding your concern about wasted catalysts: each drop is treated independently so removing the bee drops won't improve your yields of anything else, and having them doesn't decrease your yields (they are just inventory clutter if you don't want them. If you do remove them, there is a scented hive style block in newer versions but it is fairly new so I would appreciate any bug reports you could submit regarding it.
Yellorium Piece/Chunk:
Thank you both for your responses and concern. Much appreciated.
@SirLyle - Yes, the modpack is FTB Revelation ported into MultiMC with modifications and updates. When ER and Forge updated a warning upon game load of "ex nihilo yellorium piece/chunk removed" appeared. I send the bees to TE nullifier mid-game, but it is such a waste of catalyst (more than 50%) when much labor goes in to hammering for gravel, sand and dust in early game.
@ZeroNoRyouki - Yes, ingot and dust does appear plus all other "normal" ER items and blocks. Forge 14.23.4.2759 and ER 1.12.2-0.4.5.49 work fine with Ex Nihilo. Does the new version of ER fix the redstone port input issues? (ex: reactor on when it shouldn't be)
I replicated the issue with a new MultiMC 1.12.2 instance with only the following mods:
Forge: 14.23.5.2808
Extreme Reactors: 1.12.2-0.4.5.65
ZeroCore: 1.12.2-0.1.2.8
Ex Nihilo Creatio: 1.12.2-0.4
The game displayed gold and iron piece/chunk... no yellorium
Added IC2: uranium piece/chunk activated
Added TF: aluminium, copper, lead, nickel, silver, tin and platinum activated
Still, no yellorium piece/chunks.
Swarmed with Bees: Suggestion
SirLyle, not knowing how much work is involved, but just as a suggestion... maybe a new mesh would be a better approach versus new catalysts because the catalysts must be continually created, why add more.
I thought about leaves as a catalyst, but you already applied that for "tree" related items. What about honey or honey comb derivative catalysts
What about a string mesh with honey comb in a crafting table to make a honey comb string mesh dedicated for bees and related items. Then this honey comb string mesh can go to a crafter for flint, iron or diamond advancements. This approach would use the current catalysts (gravel, sand, dust, soulsand, netherrack, endstone) for more advanced bees with the advantage of not having to make a new set of catalysts and keeping ore's independent. FYI: really like the 0.4 update. Red Sand to Iron, NICE!
Swarmed with Bees: JSON Edit
SirLyle: I looked at the Creatio and Compressum JSON's. Didn't see an application or example of how to remove an item. Would you be so kind to supply the line code necessary for one example then I can take it from there using forestry:bee_princess_ge for the template?
Full code string: (oh my, hopefully this full string doesn't need to be used)
forestry:bee_princess_ge.withTag({MaxH: 30, Health: 30, IsAnalyzed: 0 as byte, Genome: {Chromosomes: [{UID1: "extrabees.species.rock", UID0: "extrabees.species.rock", Slot: 0 as byte}, {UID1: "forestry.speedSlowest", UID0: "forestry.speedSlowest", Slot: 1 as byte}, {UID1: "forestry.lifespanShort", UID0: "forestry.lifespanShort", Slot: 2 as byte}, {UID1: "forestry.fertilityLow", UID0: "forestry.fertilityLow", Slot: 3 as byte}, {UID1: "forestry.toleranceBoth1", UID0: "forestry.toleranceBoth1", Slot: 4 as byte}, {UID1: "forestry.boolTrue", UID0: "forestry.boolTrue", Slot: 5 as byte}, {UID1: "forestry.toleranceBoth1", UID0: "forestry.toleranceBoth1", Slot: 6 as byte}, {UID1: "forestry.boolTrue", UID0: "forestry.boolTrue", Slot: 7 as byte}, {UID1: "forestry.boolTrue", UID0: "forestry.boolTrue", Slot: 8 as byte}, {UID1: "extrabees.flower.rock", UID0: "extrabees.flower.rock", Slot: 9 as byte}, {UID1: "forestry.floweringSlowest", UID0: "forestry.floweringSlowest", Slot: 10 as byte}, {UID1: "forestry.territoryAverage", UID0: "forestry.territoryAverage", Slot: 11 as byte}, {UID1: "forestry.effectNone", UID0: "forestry.effectNone", Slot: 12 as byte}]}})
Thank you
I have pushed a version (Beta 0.4.4) to curse which should fix the extreme reactors compat. You will need to regenerate your OreRegistry and SieveRegistry json files (I don't know what other modifications you have in them, so make a back up first and then delete the ones in the config folder).
If you have further suggestions for the bee swarming, could you please open a new "suggestion" issue.
Edited the JSON for insect pest control, they have been terminated and won't be back, works great! Thanks for all your help. I'll work on the scented hive... so far no problems in 4 biomes, they morphed as they should with associated bees.
The scented hives have a JSON registry too, and can have a lot of requirements for specific hives if they aren't defaults. By default they are adjacent block + dimension based; but they can be configured to be based on:
- Dimension (Whitelist)
- Biome (Whitelist)
- Temperature (Min+Max)
- Light (Min+Max)
- Elevation (Min+Max)
- Adjacent Blocks
- Nearby Blocks
Would you mind sending me the Scented Hive JSON syntax for:
Biome (Whitelist)
Temperature (Min+Max)
Light (Min+Max)
Elevation (Min+Max)
Nearby Blocks
Thanx
Had some time over the holiday weekend. My mod-pack is broken. Some hives will not generate/spawn in the world, these will be noted for you. For the hives that do generate/spawn... ex nihilo scented hive works well. Here's my results.
Marble Hive: Depreciated
THE END:
World Spawning of Hive
- Ender Hive (forestry 4): world spawn - yes.
- Oblivion Hive (magicbees 5): world spawn - no - broken.
Ex Nihilo Scented Hive Morphing - Scented Hive: generates Ender Hive on top, under, any side and embedded of main island.
- Scented Hive: will not generate Oblivion Hive anywhere because Obilivion will not world generate/spawn
Additional: Scented to Ender Hive ~80% transform rate. Remaining stay Scented
THE NETHER:
World Spawning of Hive
- My game is broken completely in this dim dealing with Hives. Nether and Infernal will not generate/spawn. So, Scented Hive will not transform.
OVERWORLD:
World Spawning of Hive - The following generate/spawn in world:
- Forestry: Forest, Meadow, Modest, Tropical, Wintry, Marshy.
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- Scented Hive Transform: Most common Marshy. Most rare Wintry ~15%.
- Binnie's: Water, Rock.
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- Scented Hive Transform: Water is very rare <5%.
- MagicBees: Curious, Unusual, Resonating.
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- Scented Hive Transform: Curious a bit more often over Unusual.
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- Could not get Deep Hive to transform... nor, could I find one in the world.
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Over all, Marshy is most common transform in overworld. Rock and Resonating works well when embedded with stone. Modest on sand with cactus 100% of time.
Overworld testing: My Flat Test World (2 bedrock, 1 dirt, 1 grass) and my current survival play world. BoP not installed.
My Perspective: I don't play the "bee" thing. But, must say, that after doing this the bee thing kinda sparked my interest. The generating of Hives that are currently broken in my worlds, I remember all of 'em used to work... that's ok. For now, gonna head to the doctor to treat all the bee stings.
Hope this was helpful to ya. Scented Hive has been around for a while... interesting there is very little about it online. For me, I started out thinking this would be difficult because of lack of understanding the mechanics... after tinkering... it was so easy and I was over thinking it. Wonder if other players see it the same? Add in game manual/guide?
Additionally - to make the bee thing a start-to-end system in a processing facility, I would choose Ex Nihilo's Scented Hives and Sieving along with bdew's Gendustry. His last activity on Curse was 14 months ago (my hope is all is ok with him and he is just moving on with life) and Gendustry was last updated ~ 17 months ago. This would be an excellent pick-up for Ex Nihilo if bdew is no longer supporting Gendustry and is willing to pipe it over to you. That would be a superior turnkey system blending EX and Gen!!!
FYI: Seed oil renders pink in ceramic crucible in my worlds. Also, B:enableJSONLoading=true appears to have changed the ceramic crucible from thin wall to thick wall.
BTW; watering cans or other blocks which cause random ticks should accelerate the scented hives. Anything that accelerates crops (without using bonemeal affects) should accelerate the scented hives. Each time the scented hive gets a random tick it picks hiveTransformTrys
random hives to attempt to transform into; first one that passes all its checks is what it transforms into.
Hives:
- Oblivion, should need to touch 1 end stone and 2 obsidian while in the end.
- Nether hives; interesting that the scented hives don't work if the normal hive spawning is broken. It should be independent of that.
- Deep hives should required at least 3 redstone blocks to be touching the scented hive.
The JSON syntax should be (made up values):
{
"hive": "forestry:beehives:0",
"minTemperature": 0.1,
"maxTemperature": 0.2,
"minLight": 0,
"maxLight": 15,
"minElevation": 0,
"maxElevation": 255,
"nearbyBlocks": {
"ore:logWood": 1,
"ore:treeLeaves": 1
},
"allowedBiomes": [1, 2, 3]
}
- Temp is a float: 0 to 1 (technically unlimited, default max is 1000).
- Light is an integer: 0 to 15 (defaults: min=0, max=15)
- Elevation is an integer: 0 to 255 (defaults: min=0, max=255)
- Nearby blocks are like adjacent blocks: map of "blockid": X; where X is the minimum number needed to be "nearby". Should be a 5x5 area 1 block under the hive or at the same elevation as the hive.
- Given the large number of blocks that get searched with this constraint, I was hesitant to even add it as it could cause lag if people spammed block accelerators
- Biomes are a set of integers: Biome IDs
As for gendustry; as far as I know it is fairly feature complete. But yes it does appear to be abandoned. I don't think I or anyone will probably be forking/cloning it in 1.12.2 barring breaking changes in Forestry; but I imagine it will get rebooted if Bdew doesn't update it to 1.13+ when Forestry makes the jump.
Those crucible glitches are strange; I will investigate that.
Update on Scented Hive Transformations:
Hello SirLyle, I rebuilt the all the mods and configs relating to bees in my MineCraft set-up. All the hives from Forestry, Binnie and MagicBees spawn/generate in the world properly and in their proper dim's.
But, I still can not get the following scented hives to transform:
dim 0 - Deep Hive
dim -1 - Nether and Infernal Hive
dim 1 - Oblivion Hive (even after Ender Dragon is kaput - main and outer islands)
After re-configuring the JSON in many different ways nothing changed.
Reset for new JSON's to be generated. My final test I edited the parameters for some Hives in the ScentedHiveRegistry.JSON using different "ore:" and quantity.
Curious Hive ("magicbees:hiveblock:0") to "ore:grass": 2
Unusual Hive ("magicbees:hiveblock:1") to "ore:grass": 2
Deep Hive ("magicbees:hiveblock:3") to "ore:grass": 1
Flushed Java temp files and relaunched the game from launcher.
Placed 7 scented hive's on top of marble bricks (inert) with 1 grass adjacent each.
All 7 transformed in to the original Curious and Unusual Hive's that should have required 2 grass... none transformed to Deep Hive.
Seems like the ScentedHiveRegistry.JSON file is not being implemented. Reset the JSON's generation again. Same result.
Now it makes sense why all the re-configuring and testing previously did not take and it fits with the test results.
Added Beacon to Heat Registry and removed some bee's from Sieve Registry... these work!!! But not Scented.
Is it my MineCraft set-up that won't allow the Scented JSON to be put in to action?
Are the Hive's generated by scented hive default settings biome and elevation dependent just like dimensional?