Comments (5)
This is most likely because the lookup of Block -> ItemStack fails, which is necessary to determine the ore dictionary name(s) of blocks. You'll have to add the blocks where this is the case to the statesCommon
/statesRare
list instead.
from scannable.
Oh I got it, it's because I put oreNickel
in statesRare, I should use the ore dictionary name.
So for ore nickel, I tried thermalfoundation:ore[metadata=5]
and immersiveengineering:ore[metadata=4]
but it doesn't seem to work, any idea ?
from scannable.
I found it, it's
thermalfoundation:ore[type=nickel]
immersiveengineering:ore[type=nickel]
sorry for the dismiss.
from scannable.
It still doesn't work, here is my scannable.cfg :
# Configuration file
general {
# The basic scan radius without range modules.
# IMPORTANT: some modules such as the block and ore scanner modules will already use
# a reduced radius based on this value. Specifically, the ore scanners multiply this
# value by 0.25, and the block scanner multiplies it by 0.5.
# Range modules will boost the range by half this value.
# Min: 16
# Max: 128
I:baseScanRadius=64
# Registry names of blocks that will never be scanned.
S:blockBlacklist <
minecraft:command_block
>
# Amount of energy that can be stored in a scanner.
# Min: 0
# Max: 2147483647
I:energyCapacityScanner=100000
# Amount of energy used by the animal module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleAnimal=25
# Amount of energy used by the block module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleBlock=100
# Amount of energy used by the entity module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleEntity=75
# Amount of energy used by the fluid module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleFluid=50
# Amount of energy used by the monster module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleMonster=50
# Amount of energy used by the common ore module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleOreCommon=75
# Amount of energy used by the rare ore module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleOreRare=100
# Amount of energy used by the range module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleRange=100
# Amount of energy used by the structure module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleStructure=150
# Fluid names of fluids that should be ignored.
S:fluidBlacklist <
>
# The colors for fluids used when rendering their result bounding box.
# See `oreColors` for format entries have to be in.
S:fluidColors <
water=0x4275DC
lava=0xE26723
>
# Whether to try to inject a depth texture into Minecraft's FBO when rendering the
# scan wave effect. This is much faster as it will not have to re-render the world
# geometry to retrieve the depth information required for the effect. However, it
# appears that on some systems this doesn't work. The mod tries to detect that and
# will fall back to re-rendering automatically, but you can force re-rendering by
# setting this to false, e.g. for debugging or just to avoid the one logged warning.
B:injectDepthTexture=true
# Ore dictionary entries that match the common ore pattern but should be ignored.
S:oreBlacklist <
oreCopper
>
# The colors for ores used when rendering their result bounding box.
# Each entry must be a key-value pair separated by a `=`, with the.
# key being the ore dictionary name and the value being the hexadecimal
# RGB value of the color.
S:oreColors <
oreCoal=0x433E3B
oreIron=0xA17951
oreGold=0xF4F71F
oreLapis=0x4863F0
oreDiamond=0x48E2F0
oreRedstone=0xE61E1E
oreEmerald=0x12BA16
oreQuartz=0xB3D9D2
glowstone=0xE9E68E
oreCopper=0xE4A020
oreLead=0x8187C3
oreMithril=0x97D5FE
orePlatinum=0x7AC0FD
oreSilver=0xE8F2FB
oreTin=0xCCE4FE
oreOsmium=0x97D5FE
oreAluminum=0xCBE4E2
oreAluminium=0xCBE4E2
orePlutonium=0x9DE054
oreUranium=0x9DE054
oreYellorium=0xD8E054
oreArdite=0xB77E11
oreCobalt=0x413BB8
oreCinnabar=0xF5DA25
oreInfusedAir=0xF7E677
oreInfusedFire=0xDC7248
oreInfusedWater=0x9595D5
oreInfusedEarth=0x49B45A
oreInfusedOrder=0x9FF2DE
oreInfusedEntropy=0x545476
oreCertusQuartz=0xFFFFFF
oreChargedCertusQuartz=0xFFFFFF
oreNickel=0xFFFF99
immersiveengineering:ore[type=nickel]=0xFFFF99
thermalfoundation:ore[type=nickel]=0xFFFF99
>
# Ore dictionary entries considered common ores, requiring the common ore scanner module.
# Use this to mark ores as common, as opposed to rare (see oresRare).
S:oresCommon <
oreCoal
oreIron
oreRedstone
glowstone
oreCopper
oreOsmium
oreTin
oreLead
>
# Ore dictionary names of ores considered 'rare', requiring the rare ore scanner module.
# Anything matching /ore[A-Z].*/ that isn't in the common ore list is
# automatically considered a rare ore (as opposed to the other way around,
# to make missing entries less likely be a problem). Use this to add rare
# ores that do follow this pattern.
S:oresRare <
oreGold
oreAluminum
oreAluminium
oreMithril
oreNickel
orePlatinum
oreLapis
oreDiamond
oreEmerald
oreArdite
oreCobalt
oreCertusQuartz
oreChargedCertusQuartz
oreAnglesite
>
# Block states considered common ores, requiring the common ore scanner module.
# Use this to mark arbitrary block states as common ores.
S:statesCommon <
>
# Block states considered rare ores, requiring the rare ore scanner module.
# Use this to mark arbitrary block states as rare ores.
S:statesRare <
thermalfoundation:ore[type=nickel]
immersiveengineering:ore[type=nickel]
>
# The list of structures the structure module scans for.
S:structures <
EndCity
Fortress
Mansion
Mineshaft
Monument
Stronghold
Temple
Village
>
# Whether to consume energy when performing a scan.
# Will make the scanner a chargeable item.
B:useEnergy=true
}
Edit: Woop, I have an outdated version of Scannable, sorry again for the noise.
And thanks for this mod.
And thanks again for OpenComputers, it's really a beautiful mod, better simulation mod in minecraft, BRAVO !
Edit 2: It works, I can found nickel ores now ;-)
from scannable.
Glad to hear it :)
from scannable.
Related Issues (20)
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