ooh, does that mean I can request special support for wuppy's peacefulpack blaze trees and flax flowers?
ooh, or better yet, a config option that allows you to custom-enter treetrunk, leaf block, and plant 'planted' and 'harvestable' damage numbers? That would totally rock. customizable mod
And finally it mostly works so here's the 7th MFR 2.1 machine, the LiquiCrafter:
It's an autocrafter that can use liquids piped in to fulfill recipe requirements for filled buckets, cells, etc. Now you don't need to screw with TE liquid transposers to make reactor parts! It also has a separate template from the actual resource area, so it should play nicely with pipes and filters and all that stuff without the way the BC one weirdly stacks things.
ooh, does that mean I can request special support for wuppy's peacefulpack blaze trees and flax flowers?
ooh, or better yet, a config option that allows you to custom-enter treetrunk, leaf block, and plant 'planted' and 'harvestable' damage numbers? That would totally rock. customizable mod
Former yes (albeit no ETA because of everything else I want to do), latter I considered but it was too hard to teach it all the weird cases. Cocoa, pam's perennial crops, etc would have been impossible that way.
Now that the shock has passed, welcome back! we missed you, and I love the new MFR! I'm definitely going to have to switch to your versions of MFR and Power Converters for my server! (good thing not much has been done with those, otherwise we may have a few small issues...) an API too?!?! Jeez, you know how to return with a bang!
Even the little additions to Nether Ores are awesome and fun (even though it probably wasn't too hard to code in, it's still pretty cool!) and who can argue with flat bedrock?
Now for downloading and testing... Can't forget the playing around and animal torture I mean experimenting...yeah that's what I meant...
Now that the shock has passed, welcome back! we missed you, and I love the new MFR! I'm definitely going to have to switch to your versions of MFR and Power Converters for my server! (good thing not much has been done with those, otherwise we may have a few small issues...) an API too?!?! Jeez, you know how to return with a bang!
Even the little additions to Nether Ores are awesome and fun (even though it probably wasn't too hard to code in, it's still pretty cool!) and who can argue with flat bedrock?
Now for downloading and testing... Can't forget the playing around and animal torture I mean experimenting...yeah that's what I meant...
The MFR API was actually there last time I was here, I'm just not sure anybody noticed
Oil Fabricator, like it was before in PowerConverters. It is not released yet; it will be part of MFR 2.1 which has a tentative ETA of this weekend.
Will it be self-contained? Or will you need buildcraft installed to create Oil? will it be compatible with buildcraft oil (Ie, useable for fuel refinement or directly burnable by say, a railcraft steam boiler?) or others?
neat trees, btw. Is that the stained glass texture? cooly surrealistic.
darn, now I need to figure out a way to make a surrealistic landscape of colored RP2 light blocks, mfr stained glass and glass blocks for trees and features. How cool would that be?
dude, I dunno if this helps, but after extensive testing I discovered that in world spawn seed #2, when I had treecapitator installed, it spawned mfr rubber trees. no treecapitator, no trees.
checking other worlds with and without treecapitator.
neat trees, btw. Is that the stained glass texture? cooly surrealistic.
darn, now I need to figure out a way to make a surrealistic landscape of colored RP2 light blocks, mfr stained glass and glass blocks for trees and features. How cool would that be?
dude, I dunno if this helps, but after extensive testing I discovered that in world spawn seed #2, when I had treecapitator installed, it spawned mfr rubber trees. no treecapitator, no trees.
checking other worlds with and without treecapitator.
That's bizarre, I don't have treecapitator and 2 worked for me.
That's bizarre, I don't have treecapitator and 2 worked for me.
or, it's possible that it stopped working because I replaced treecapitator with timber!
Perhaps the problem is not treecapitator, maybe it's whatever is affecting the timber! mod. Lemme check
edit- grrr, this thing is bloody hard to pin down, I see why you are having such problems. I made the world 3 times in a row, exact same parameters, 2 successfully generated trees, 1 did not.
Hey i was wondering, for steam consumers i seem to be limited to 1000mb/t, is that intentional? (before anyone asks you can get higher flow rates with tesseracts from Thermal Expansion)
Also, farming IC2 rubber trees with MFR seems to produce a lot less rubber that it should, would it be possible to make it apply a treetap effect to rubber containing blocks before chopping them? maybe with a special machine?
or, it's possible that it stopped working because I replaced treecapitator with timber!
Perhaps the problem is not treecapitator, maybe it's whatever is affecting the timber! mod. Lemme check
edit- grrr, this thing is bloody hard to pin down, I see why you are having such problems. I made the world 3 times in a row, exact same parameters, 2 successfully generated trees, 1 did not.
Wow. I think I might just make a special debug version of that thing and see if you can get it to tell you why it's deciding it's too cool for trees.
Hey i was wondering, for steam consumers i seem to be limited to 1000mb/t, is that intentional? (before anyone asks you can get higher flow rates with tesseracts from Thermal Expansion)
Also, farming IC2 rubber trees with MFR seems to produce a lot less rubber that it should, would it be possible to make it apply a treetap effect to rubber containing blocks before chopping them? maybe with a special machine?
I was about to ask how you managed to generate 1B/t input. The thing only has 1000mB internal storage because I didn't expect anyone to ever actually do that, so I guess I need to reconsider the cap.
The harvester doesn't really know about "trees", just blocks, so doing that would be very difficult. Same reason it doesn't support Pam's trees. I'm not averse to the idea, but for now it's not going to happen, sorry.
01.02 00:20:05 [Server] WARNING [IC2] API ERROR: powercrystals.minefactoryreloaded.plants.TileEntityHarvester@5d0132f4 didn't implement demandsEnergy() properly, no energy from injectEnergy accepted although demandsEnergy() returned true.
01.02 00:20:00 [Server] WARNING [IC2] API ERROR: powercrystals.minefactoryreloaded.plants.TileEntityHarvester@37e00ee7 didn't implement demandsEnergy() properly, no energy from injectEnergy accepted although demandsEnergy() returned true.
This error is new after updating BC and power Converter yesterday and place a new Harvester and connect it with IC2 power.
in the moment use power from BC that the Harvester work
Yeah that one's been a pain in the butt to pin down. It should be fixed in the MFR 2.1 beta, so try again when that comes out and let me know if it's still broken. In the meantime, it's harmless to you.
Thanks for the fast answer and now hope that your beta get public fast!
just one thing with your Api!
please think to use a special config file for adding custom crops and trees! like the Powercraft mod use!
think its more easy to add the crop ID´s and the Plant Metadata then all modders add your api, there are so many mods that has crops inside and not shure that all will add your api but with config file all user can add the missing crops
I considered this but there's too many weird edge cases for it to work well enough for me to be happy. However, denoflions is busy adding MFR support to Plugins for Forestry (which I guess might need a new name :P) and that will allow you to do this.
ooh, or better yet, a config option that allows you to custom-enter treetrunk, leaf block, and plant 'planted' and 'harvestable' damage numbers? That would totally rock. customizable mod
Cool
Former yes (albeit no ETA because of everything else I want to do), latter I considered but it was too hard to teach it all the weird cases. Cocoa, pam's perennial crops, etc would have been impossible that way.
INFORMATION WANTS TO BE WRONG
INFORMATION WANTS TO BE WRONG
Even the little additions to Nether Ores are awesome and fun (even though it probably wasn't too hard to code in, it's still pretty cool!) and who can argue with flat bedrock?
Now for downloading and testing... Can't forget the playing around and animal
tortureI mean experimenting...yeah that's what I meant...Huh, the world I generated with that seed looks nothing like the map you gave me. Still trying to find a swamp..
The MFR API was actually there last time I was here, I'm just not sure anybody noticed
INFORMATION WANTS TO BE WRONG
Will it be self-contained? Or will you need buildcraft installed to create Oil? will it be compatible with buildcraft oil (Ie, useable for fuel refinement or directly burnable by say, a railcraft steam boiler?) or others?
e: oh and check your PMs, brigadon
INFORMATION WANTS TO BE WRONG
neat trees, btw. Is that the stained glass texture? cooly surrealistic.
darn, now I need to figure out a way to make a surrealistic landscape of colored RP2 light blocks, mfr stained glass and glass blocks for trees and features. How cool would that be?
checking other worlds with and without treecapitator.
Yeah I already fixed that
That's bizarre, I don't have treecapitator and 2 worked for me.
INFORMATION WANTS TO BE WRONG
or, it's possible that it stopped working because I replaced treecapitator with timber!
Perhaps the problem is not treecapitator, maybe it's whatever is affecting the timber! mod. Lemme check
edit- grrr, this thing is bloody hard to pin down, I see why you are having such problems. I made the world 3 times in a row, exact same parameters, 2 successfully generated trees, 1 did not.
Then you typed it in wrong. If you copied and pasted maybe you got a leading or trailing space in there.
I've generated that seed repeatedly.
Also, farming IC2 rubber trees with MFR seems to produce a lot less rubber that it should, would it be possible to make it apply a treetap effect to rubber containing blocks before chopping them? maybe with a special machine?
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Wow. I think I might just make a special debug version of that thing and see if you can get it to tell you why it's deciding it's too cool for trees.
I'll have to check I guess.
I was about to ask how you managed to generate 1B/t input. The thing only has 1000mB internal storage because I didn't expect anyone to ever actually do that, so I guess I need to reconsider the cap.
The harvester doesn't really know about "trees", just blocks, so doing that would be very difficult. Same reason it doesn't support Pam's trees. I'm not averse to the idea, but for now it's not going to happen, sorry.
Yeah that one's been a pain in the butt to pin down. It should be fixed in the MFR 2.1 beta, so try again when that comes out and let me know if it's still broken. In the meantime, it's harmless to you.
INFORMATION WANTS TO BE WRONG
I considered this but there's too many weird edge cases for it to work well enough for me to be happy. However, denoflions is busy adding MFR support to Plugins for Forestry (which I guess might need a new name :P) and that will allow you to do this.
INFORMATION WANTS TO BE WRONG
Well to be fair until recently there was no way to do that
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
INFORMATION WANTS TO BE WRONG