What's the best way to keep the cows in the pen? I know this is a vanilla problem, but I figure MFR people deal with it more. I typically build my pens with a 7x7 square made of of fence, and on the outside of that a 9x9 square of some solid block, in this case whitestone bricks. However, when the area gets reloaded, I often find a cow outside the pen. If I make it two layers of solid blocks, I'm pretty sure that cows will get stuck in the wall and suffocate.
What's the best solution?
Conveyors work pretty well, according to discussions I've seen on the FTB forums. So try switching the fence (7x7) to inward-facing conveyors.
Found a huge bug with Infernal Mobs + your grinder: if there is a rare mob with armor he wont be killed when he has the affix "bulwark" (takes less damage) so the grinder thinks he kills the mob and drops even the armor he wear it but the mob is still alive because of bulwark and regen. Its a rare bug but if that happens, you can hava endless loot :/
Could you add something to "block" these entities or to kill them with a lot of damage.
Bulwark description: Mobs with that affix becomes 50% less damage.
Regen description: Mobs will regenerate his life per sec.
Are the precharger lasers on the Laser Drill limited to a single space away due to performance issues, or a design decision? I'd like to have a long horizontal laser conduit beaming through a base to the drill like a driveshaft of light. This could even offer a way to change the color of the laser by placing tinted glass in the way of the prechargers. Or extending it even further, assigning ores to different colors so you can specify a focus for the drill, say having a red tinted laser increase the chance of getting iron ore.
Not even caring about the mechanical effect here, It'll probably look cool.
Design choice but performance too. I like the idea of a color focus though, hmm...
Found a huge bug with Infernal Mobs + your grinder: if there is a rare mob with armor he wont be killed when he has the affix "bulwark" (takes less damage) so the grinder thinks he kills the mob and drops even the armor he wear it but the mob is still alive because of bulwark and regen. Its a rare bug but if that happens, you can hava endless loot :/
Could you add something to "block" these entities or to kill them with a lot of damage.
Bulwark description: Mobs with that affix becomes 50% less damage.
Regen description: Mobs will regenerate his life per sec.
Ugh, of course. I think I'll just make the grinder deal two billion damage and anything that survives that hit is probably beynd my help.
What's the best way to keep the cows in the pen? I know this is a vanilla problem, but I figure MFR people deal with it more. I typically build my pens with a 7x7 square made of of fence, and on the outside of that a 9x9 square of some solid block, in this case whitestone bricks. However, when the area gets reloaded, I often find a cow outside the pen. If I make it two layers of solid blocks, I'm pretty sure that cows will get stuck in the wall and suffocate.
What's the best solution?
My way of fixing this is to make the farms embedded in the ground, instead of just fenced in pens. Dig 2 down, and line the walls with fences. That should hold them in, and prevent them from killing each other against the walls. (stupid chickens especially) For an exit, you can put a ladder with a fence gate above the top of it, to hold mobs in. With smart moving you don't even need to make an exit, you can just climb the fences
Using PowerConverters 2.3.0 I am trying to charge my MPS armor. I am pretty sure I did this before, however its not charging. My bridge shows a BC Consumer on the West as input and the charge level in the bridge is 100%. On the East (where the Universal Charger is attached) it shows IC2 LV as output, but No Link.
When I stand on the charger I sink slightly but the suit doesn't charge. Is it supposed to?
Using PowerConverters 2.3.0 I am trying to charge my MPS armor. I am pretty sure I did this before, however its not charging. My bridge shows a BC Consumer on the West as input and the charge level in the bridge is 100%. On the East (where the Universal Charger is attached) it shows IC2 LV as output, but No Link.
When I stand on the charger I sink slightly but the suit doesn't charge. Is it supposed to?
Yes, universal chargers are not working standing on them, use a chest beside it for now and put items inside to charge.
would you consider splitting out the Rednet stuff into a separate mod? I really like how you've done redstone wiring, but the rest of MFR has a lot of overlap with other mods in my modpack.
would you consider splitting out the Rednet stuff into a separate mod? I really like how you've done redstone wiring, but the rest of MFR has a lot of overlap with other mods in my modpack.
Awww... the way you've kept the code very modular, it looks like it'd be fairly easy to do, and I'm sure a lot of people would appreciate having the option.
But whatevs, it is your mod! Thanks for the snappy answer!
Awww... the way you've kept the code very modular, it looks like it'd be fairly easy to do, and I'm sure a lot of people would appreciate having the option.
But whatevs, it is your mod! Thanks for the snappy answer!
... is that 'snappy' as in quick or as in 'mean'?
But I don't want to do that because it's only useful for people who don't want to use certain things I've made. You can already turn off some or all of the recipes in MFR anyway.
But I don't want to do that because it's only useful for people who don't want to use certain things I've made. You can already turn off some or all of the recipes in MFR anyway.
Totally understand. Just asking. I didn't see a place in the config to turn off the recipes and worldgen, but I'll take another look. It was late and I very likely could have missed it.
... and that was "snappy" as in "quick". Thanks for the cool mod and your consistent support!
edit:
Found the applicable sections of the config. I've removed the recipes but the blocks still show up in NEI... just with no recipe. So.. sort of a solution. I suppose there's no way to make certain machines just not register at all? (Short of recompiling the jar, of course)
Totally understand. Just asking. I didn't see a place in the config to turn off the recipes and worldgen, but I'll take another look. It was late and I very likely could have missed it.
... and that was "snappy" as in "quick". Thanks for the cool mod and your consistent support!
edit:
Found the applicable sections of the config. I've removed the recipes but the blocks still show up in NEI... just with no recipe. So.. sort of a solution. I suppose there's no way to make certain machines just not register at all? (Short of recompiling the jar, of course)
There isn't really a way to shut off "sub" blocks, only per block ID, and.. there has never been a reason for me to support even that, for the above reasons. It's not like we're low on IDs.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/29/2011
Posts:
1,660
Minecraft:
Qwertygiy
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It's not Minecraft 1.1 anymore. We have 4096 block IDs with Forge now, so 5 or 6 of them are hardly going to complicate things too much for anyone. You're more likely to run out of Java memory before running out of block IDs now unless you have 200 simple-ore-no-metadata mods, and if the blocks aren't being used in the world or crafting recipes anywhere, then they won't be taking up any of that memory themselves.
Man I love how Forge has changed since the days of Beta and feeling awesome for having 10 mods installed at once.
Wow, it blew up trying to set up vanilla farm stuff. That isn't supposed to happen. I'll take a look at this tomorrow, I don't have the time to track down the 1.4.7 version of that file in our github tonight.
Conveyors work pretty well, according to discussions I've seen on the FTB forums. So try switching the fence (7x7) to inward-facing conveyors.
Could you add something to "block" these entities or to kill them with a lot of damage.
Bulwark description: Mobs with that affix becomes 50% less damage.
Regen description: Mobs will regenerate his life per sec.
Design choice but performance too. I like the idea of a color focus though, hmm...
Ugh, of course. I think I'll just make the grinder deal two billion damage and anything that survives that hit is probably beynd my help.
INFORMATION WANTS TO BE WRONG
My way of fixing this is to make the farms embedded in the ground, instead of just fenced in pens. Dig 2 down, and line the walls with fences. That should hold them in, and prevent them from killing each other against the walls. (stupid chickens especially) For an exit, you can put a ladder with a fence gate above the top of it, to hold mobs in. With smart moving you don't even need to make an exit, you can just climb the fences
If it's in "single" I found quitting then loading up the world again also works.
When I stand on the charger I sink slightly but the suit doesn't charge. Is it supposed to?
Yes, universal chargers are not working standing on them, use a chest beside it for now and put items inside to charge.
Yeah. I need to fix this along with the UE crap. Hopefully this weekend...
INFORMATION WANTS TO BE WRONG
No.
INFORMATION WANTS TO BE WRONG
But whatevs, it is your mod! Thanks for the snappy answer!
I am not sure what this is in reference to.
... is that 'snappy' as in quick or as in 'mean'?
But I don't want to do that because it's only useful for people who don't want to use certain things I've made. You can already turn off some or all of the recipes in MFR anyway.
INFORMATION WANTS TO BE WRONG
... and that was "snappy" as in "quick". Thanks for the cool mod and your consistent support!
edit:
Found the applicable sections of the config. I've removed the recipes but the blocks still show up in NEI... just with no recipe. So.. sort of a solution. I suppose there's no way to make certain machines just not register at all? (Short of recompiling the jar, of course)
There isn't really a way to shut off "sub" blocks, only per block ID, and.. there has never been a reason for me to support even that, for the above reasons. It's not like we're low on IDs.
INFORMATION WANTS TO BE WRONG
Man I love how Forge has changed since the days of Beta and feeling awesome for having 10 mods installed at once.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Minecraft Server Version: 1.4.7
Forge:
Forge 6.6.0.497
FML:
FML v4.7.4.520
Core:
[1.4.6]TreeCapitator.Forge.1.4.6.r07.Uni.CoreMod
CodeChickenCore 0.7.3
NotEnoughItems 1.4.7.0
PowerCrystalsCore-1.0.3-34
Mods:
[1.4.7]bspkrsCorev2.02
BasicComponents_v1.2.6.339
buildcraft-A-3.4.3
ComputerCraft1.5
dimensional-anchor-52.2.0
DivineRPG-1.3.0.4
ee3-universal-pre1e
EnderStorage 1.4.1.2
FlatBedrock-1.0.3-16
immibis-core-52.4.6
ironchest-universal-1.4.7-4.5.2.208 (1)
liquid-xp-52.0.7
MineFactoryReloaded-2.3.2-287
nei_plugins-1.0.4.5a
NEI_RedPowerPlugin 1.4.3.1
NetherOres-2.0.6-33
PowerConverters-2.2.2-29
RedPowerCompat-2.0pr6
RedPowerCore-2.0pr6
RedPowerDigital-2.0pr6
RedPowerMechanical-2.0pr6
Rotten Flesh to Leather - Forge 1.4.6
And I am trying to use IC2 version
industrialcraft-2_1.115.231-lf
Crashlog can be found here:
http://pastebin.com/hJMXMZkr
Any ideas?
Try Beta version 304. You may have to update other things using the IC2 API.
EDIT: Wait. You're on 1.4.6/1.4.7. Forgive my stupidity. We still need a crashlog to help.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
My crashlog is posted in my original post. Here is it again for reference. http://pastebin.com/hJMXMZkr
Wow, it blew up trying to set up vanilla farm stuff. That isn't supposed to happen. I'll take a look at this tomorrow, I don't have the time to track down the 1.4.7 version of that file in our github tonight.
INFORMATION WANTS TO BE WRONG
Like this. That will hide blocks/items in NEI for everyone, with different modifiers you can block items for anyone.