Great output :-)
The recipes are still on a testing level. I wanted to see if it works. If course it needs some more balancing.
Currently the probability to get something from one gravel block is:
- iron lump: 1/15
- copper lump: 1/15
- gold lump: 1/25
- mese crystal 1/50
- diamond 1/50
The second time you sieve the gravel you get statistically half the result.
The third time, its a quarter.
the fourth time, its an eighth.
1. To much mese and diamonds: I did taken a cobble stack to the sieve, was AFK for some minutes and then I get 4x mese , 3 diamonds and a lot of ores. So my proposal is to adjust the rarity to be more rare.
You are right, much to much.
Do you have any suggestions? (see above)
2. The output gravel is unusable. Please add some recipes to get rid off gravelsieve:gravel*
Maybe something like 2x gravelsieve:gravel1 => 1x default:gravel; 4x gravelsieve:gravel2 => 1x default:gravel
Or cooking in furnace to default gravel?
There are a lot of holes in the map which could be filled up :)
What do you think of the possibility to "cook" two useless gravel blocks to one Cobblestone?
Edit: It's not possible, unfortunately. Cooking is always a 1:n recipe.
But I don't like to build a perpetual motion machine. The outcome should be less than the input.
So we need a reprocessing plant for gravel, which needs fuel and produces 50 % "clean" output gravel from the sieved input gravel.
An other proposal: Maybe the "auto" and "manual" modes could be combined if you add a fuel consumption for auto-mode? but the manual way does work without fuel too?
What kind of fuel? Woods is not logical for me. Others?
Manual does not work at the time because the setting in settingstypes.txt is differ to the lua-code (gravelsieve_enable_manual_mode vs. gravelsieve_manually
Please remove or change the drop definition from grave1-3. Because it drops default:gravel at the time. Currently I can convert it ti default:gravel by place node and take it back.)
Thanks for the hints, I will fix that tonight.