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  • Hi, I've installed Harder Ores via Twitch. The Axel block seems to be broken in the version I'm using.. The 3rd Axel block does not change.  just wondering if you can help.

    What Twitch has installed:
    Bookshelf        DarkhaxDev    Bookshelf-1.12.2-2.3.590.jar    
    CraftTweaker     Jaredlll08    CraftTweaker2-1.12-4.1.20.jar    
    CustomOreGen     lawremi        CustomOreGen-1.12-1.8.1.jar    
    Game Stages        DarkhaxDev    GameStages-1.12.2-2.0.115.jar    
    Harder Ores        Draco18_s    1.12.1-HarderOres-7.0.0a.jar    
    HardLib            Draco18_s    1.12.1-HardLib-v7.jar    
    Ore Flowers        Draco18_s    1.12.1-OreFlowers-7.0.0a.jar

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    • 119.18.1.107 wrote:
      Hi, I've installed Harder Ores via Twitch. The Axel block seems to be broken in the version I'm using.. The 3rd Axel block does not change.  just wondering if you can help.

      Not sure what you mean by "doesn't change." You need 4 in a line (center of the mill, edge of the mill, a wall space, spot for the vanes to attach). 1.12 gives a little more flexibility than that, I think out to 8 blocks? Been a while since I poked around with it and 1.12's details were probably not added onto the wiki. Checking the code I don't think I have a special state for the block that sits "inside" the wall. It'll function just fine, though.

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    • Thank for the quick reply, really was not expecting a response here!

      On the wiki it says the 3rd Axel block should change to have a "seal" around it. Was this not the case for 1.12.2?

      I've attached a hopper to the mill and it doesn't appear to be taking any of the unrefined ores (in creative mode) with the windmill attached. Admittedly I haven't watched any videos for this mod, and also haven't dabbled much in the modding scene in recent years.. so it could be user ignorance.

      I'll jump on the PC and get a screenshot or two for you



      Thanks again!

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    • 1.144.110.213 wrote:
      Thank for the quick reply, really was not expecting a response here!

      On the wiki it says the 3rd Axel block should change to have a "seal" around it. Was this not the case for 1.12.2?

      I honestly don't remember. 

      The things to look for its if the vanes arranged themselves after being placed. That indicates success (at least as far as placement goes). You still can't build it underground and there needs to be a clear area in "front" of the vanes (it checks for sky light as an approximation for air flow).

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    • https://i.imgur.com/ejrujp7.png

      Above URL for 3rd Axel block not changing to "seal" - per https://reasonable-realism.fandom.com/wiki/Early_Tech

      Vanes have orientated correctly. I did install WAILA briefly (mentioned in the Early Tech wiki page), and it didn't display any windmilll information beyond basic block description.

      Sunlight should be all fine also.. starting to feel it's likely a compatibility issue? Would there be a better game version to run this on?

      Just to note also - initally I was looking for a mod that gave "realistic" ore dispersion with large veins and very rare occurences of mixed ores in a chunk, pretty much to force the player to utilise mine cart systems. Your mod seemed to be the closest to that (just about bang on, minus the additional buildings and items - love the idea of plants to indicate nearby ore). Was there ever a version that existed where it just changed ore dispersion? Sorry to ramble on a bit..

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    • Vanes have orientated correctly. I did install WAILA briefly (mentioned in the Early Tech wiki page), and it didn't display any windmilll information beyond basic block description.

      ​​​​Sunlight should be all fine also.. starting to feel it's likely a compatibility issue? Would there be a better game version to run this on?

      Not sure what's up. On 1.12 I never got around to integrating WAILA's imformational layer. I can usually figure things out when I'm playing around with things in-game, but identifying issues other people are having is difficult. As for the "seal" I am saying that I don't think I implemented that visual feature in 1.12 (i.e. don't worry about it).

      Just to note also - initally I was looking for a mod that gave "realistic" ore dispersion with large veins and very rare occurences of mixed ores in a chunk, pretty much to force the player to utilise mine cart systems. Your mod seemed to be the closest to that (just about bang on, minus the additional buildings and items - love the idea of plants to indicate nearby ore). Was there ever a version that existed where it just changed ore dispersion? Sorry to ramble on a bit..

      Nope, the machines and some other bits showed up before I had the ore distributions worked out. The flowers idea actually came from my uncle who used to be a geologist.

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