*** About version 3.X.X ***
Currently, this mod is being renewed to version 3.X.X. Please note the following points, as the contents are different from the 2.X.X system.
- The type of ore generation in the world are changed.
- The ore processing recipe is renewed.
- The magic item is renewed. Also, magic accessories are shared with players and mobs.
※ Ore or magic item until now will not be available, but you can continue to use it. (* Except amulet! *)
This mod requires Heat And Climate Lib.
This mod add various elements using heat and climate.
- Various Minerals and New Metals using it.
- Clothes for against climate
- Crops and Foods
- Magical tools made of jewelry
- Machines
- Building Blocks and Decorations
Some elements were made as a successor to AMT2.
Tips: Each element can be turned off comprehensively as a module. (Then, that will be removed from the recipe and creative tabs.) Please see module.cfg.
About Licenses: Please see this page.
* You can include this mod in your mod pack.
About compatibility with other mods: Please see this page.
For more information, please see my wiki.
In reply to defeatedcrow:
I think this feature could remain in the mod, at least disabled by default in case your considerations to remove it are bigger than the reasons to keep it
I agree with you in that point, only having some days a year to get a natural resource, making the ambient change as the year passes, gives a really high value both to the gameplay experience and price of the object, not just automating everything as usual in today's modded minecraft, losing its meaning
Sorry, we already talk about MCEconomy3 but i just have a small doubt:
By what i was able to test playing 1.7.10, MCEconomy2 required the Creeper Shop from SextiarySector2 to be able to exchange MP for Items, but since there's not SextiarySector3 for 1.12, what's the point on adding this compat? or is there a machine in other mod (or even in HaC) to do these transactions?
In reply to gato_borrachon:
I'm not the author of those mods, so I don't know anything about the project's appointments. Please contact the author (https://github.com/shift02).
HaC's MCE plugin only retains the experimental elements added in the early of HaC project. He's so busy and capricious that I'm not sure I'll run the plugin either. I might it helps when he comes back someday.
In reply to defeatedcrow:
+Well, i don't think that Shift02 will come back ever again (for 1.12), I just found a SextiarySector4 for 1.13-1.14, which was obviously abandoned (in 2019)
-Is just that, since the last commit to that compat in you repo of HaC was 8 days ago, i thought that the plugin for MCEconomy3 was functional (it had a way to exchange items)
-But no problem, anyways, since there's not a "SextiarySector3" in 1.12, there are no item transactions more than to sell items
+I will try to search again how to contact someone in github, or maybe i'm too blind to find the "Chat" button, maybe is only a feature of a Premium account?
In reply to gato_borrachon:
I'm not his agent. Don't talk about other mods here.
I don't think github has a chat function. He also has a twitter account and I think there is a way to contact him.
I will not introduce his personal information to you without his permission, nor will I help you with your project.
In reply to defeatedcrow:
ok, really sorry, just wanted to know a way to contact him, i will check his twitter, thanks
I have a couple suggestions, one or more gear boxes to convert HaC mechanical energy to other mod's(eg. IC2 and Immersive Engineering) equivalent form of energy, and a liquid fueled heat source that can provide 3k(UHT) heat since I've found it to be a pain to actually get the gas burner to work as the only fuel I have gotten it to accept is HaC hydrogen gas, even when I have Mekanism and it's pressurized tubes(gas pipes)
In reply to mako_45:
First, the block that supplies HaC torque energy to other mods already has a dynamo. Dynamo works in the presence of RF API, so please install Redstone Flux.
Also, there are no plans to support Forge Energy. It is fatally lacking in API to implement and cannot be used for HaC.
Next, about how to get UHT, but there are many in HaC. The means you have found are not all.
- The easiest way is to use the Hard Mode Nether config. Then the temperature of the Nether will be UHT ~ INFERNO.
- The heat exchanger can be used to raise the temperature of KILN, SMELTING and obtain UHT.
- Fuel gas can be used as fuel for the gas burner. It can be generated using carbide and water (as in real). Alternatively, it can be obtained by processing liquid fuel.
- Some magic cards made from jewels generate UHT.
This mod is a puzzle game for myself to play. Therefore, (like many other puzzles), only how to use the block is shown and direct answer to get the temperature is not. Also, we do not guarantee that the player will be able to solve it reliably.
It seems that you chose to let me work instead of solving the mod as yourself. I don't consider it a suggestion.
In reply to mako_45:
+As defeatedcrow said, the mod is focused on being a puzzle, you need to find a way to fix your issues, like for example getting UHT temperature, that can be reached with the solutions that DC gave you above (something that reminds me to RotaryCraft's essence, and a reason why i really like HaC)
+Also, it has a lot of compat features that i really appreciate (and if you have minimal modding knowledge, you can add more fuels with a custom mod, although i'm not sure about this, i never did that since all the fuels added by default are enough at the time)
+and finally, regarding to Mekanism gas pipes, they are a custom fluid system that doesn't work with ForgeFluids (except the Rotary Condensentrator), just don't use them
+I was forgetting, Immersive Engineering uses RF, which can be obtained with the Dynamo of HaC, and to get EU you have 2 ways:
-Obtaining the energy with fuels/items added by HaC, using them in the Semifluid Generator/ normal Generator
-Using a converter mod from RF -> EU, like Energy Converters or RFEUConvert
(Im my case, i use RFEUConvert with a hard tweaked recipe (Not something stupid like Avaritia, but something that requires advanced machines from Advanced Rocketry and BuildCraft to be produced), since i want you to use IC2 Generators to get EU, but i also wanted a mid-end game way to convert RF->EU, since i can use the Forestry's Electric Engine to convert EU->RF)
Hey there defeatedcrow
I´m still enjoying your modding adventures :-).
Are you getting in Pension with the Ha+C mod, since a port to newer mc-versions would be a hell of a work? :-(
Is there a new mod in the making?
Anyway thanks a ton for your constant updates, and for letting the engilsh speaking community have share of your fantasic mods :-)
In reply to JasonKillsUs:
Hello.
I don't really understand the meaning of "Pention". Does it mean curse rewards?If so, of course I haven't received anything and the project is still unpaid.
Due to the Japanese tax system, it is difficult to receive them, so I might donate the accumulated rewards to Forge or BlockBench.
The transition to 1.18 is planned, but may be abandoned depending on their difficulty. Also, the 1.15+ vanilla sneaking effect causes a terrible screensick for me, so I may not be able to continue playing. (So, the first 1.18 mod I make might be a mod that undoes the sneaking effect.)
In reply to defeatedcrow:
glad to hear you plan to continue, looking forward to it. Stay safe!
Can't delete fluid by right click sink, sink(half) is fine.
And please compatible with Inventory Tweaks in HaC chests
In reply to 山村栗子:
The sink block issue will be fixed in the next update.
There are no plans to implement the Inventory Tweaks plugin. I don't intend to make plugins that depend on other mods or need to be distributed with source code.
In reply to 山村栗子:
you could try Inventory Sorter by cpw
when i required something like InventoryTweaks but inside the Shelving Unit from Magneticraft, Inventory Sorter helped me since it doesn't rely on a plugin, it is just 3 keybinds (it might not have all the features of InventoryTweaks, but it is universal and quick, and at least for me, it is just what i needed)
How do I turn off the suffocating effect under Y30 or how do I disable the airflow effect in general? I have set the "anaerobic underworld" and "enable suffocation damage" selections in the config to false but it has not changed anything. I managed to turn damage off but it still gives the underwater slow mining effect
In reply to SonofDude:
Hello.
The effect only works if "Anaerobic Underworld" and "Enable Suffocation Damage" are set to true. So after setting them to false, you can disable them by save the config file correctly and restart the game. For multiplayer, the server and client configurations must match.
If the config file gets corrupted (for example, if you make a mistake in the character code or fail to save it), deleting the config file will regenerate the default config the next time you start the game.
can ItemPhysic mod dropitem also do climate smelting? If do, that would be really cool!
is wheat grow climate controlled too? if not, how can i make that?
I don't know how to use the Induction Motor...it seems that the Induction Motor can't connect with wire of Mekanism.