Due to a large number of exploits involving Blaze Rods, yes they've been nerfed.
Thanks for the clarification also yea I do agree that they were somewhat exploitable, 3 36HP from one spawner was a shade over the top, though you may want to consider keeping an eye on them as currently I feel they may be a shade too low as I said my 36LP was not sustainable on them from a tier5 spawner, I went through a couple hundred "stacks" (in an ED barrel, with the spawner running) in a matter of 12-16 hours or so of play
-Well, BTW is called "the mod that is incompatible with everything".
And, why answer posts from a year and half ago?
------------------------------------------------------------------------------------
Thanks for the blaze clarification---was wondering that as well.
They are definitley nerfed too much, my tier 5 blaze spawner can NOT keep up with just 1 36hp boiler. Perhaps you could make them the same heat as charcoal (1.6k) that would be more realistic imho.
As I said one tier5 cannot supply a 36LP, it is CJ's mod and he can set them to whatever he wants though I do think they may have been slightly overnerfed since they are now a worse fuel than planks but the change is recent and I am sure Covert is watching it to see how this level works, if it's not right "in his opinion only" I am positive he will adjust it.
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Ok, I'm way behind the ball here, so please be patient.
I haven't updated from Minecraft 1.2.5 for quite some time, mostly because there were mods that were discontinued after 1.2.5. Anyway, that's why I haven't updated *anything* in a while. So, after updating (including Railcraft, of course), I see that my beautiful black metal posts are now ugly orange blocks. SOME of them convert over time (like, maybe, 2-5%). They convert automatically if I place blocks next to them. However, I really would rather not take days finding all my mutated posts and fixing them.
Is there a better way of converting all of them at once? Or using the old block IDs? I know the change log says they're supposed to auto-convert, but it seems to be taking a while, and the big ugly orange blocks merely turn into ugly orange posts.
I just find it funny how Blaze Rods, which are basically body parts of a creature made entirely out of fire... are worthless at producing heat. This is a bit too extreme. Tier 5 spawners do output way too many items, yeah, but they're sort of balanced by the need to grind for a good enchant, for enough kills or for spawners.
Or has this happened because of the Minium Stone + Pulverizer duping thing? Hasn't that been addressed in a recent EE3 update?
Did a quick check of the last few pages to see if anyone's posted this, but it doesn't seem as if anyone has; Calcavia changed the Universal Electricity API very recently (couple days ago), and since then Railcraft (and similar mods) have been eliciting errors when attempting to interface with the API in ways that are, apparently, no longer operable.
I get this error most notably when a Railcraft Steam Turbine tries to output energy to a Universal Electricity wire, or when trying to generate steam with Atomic Science's Steam Funnel; the Power Converters mod by Power Crystals was also receiving the same error, but PC has since updated Power Converters to be compatible with the new UE API method's.
I'm not much of a modder, but I don't think it'd be too much of a hassle to get a hotfix out for this, if there isn't one already. Either way, though, just bringing it up incase you didn't know about the change yet! RC is awesome, and the Steam stuff is just lovely, especially in certain settings, in combination with UE, but I can hold off a little bit on continuing any Steam-based power generation for a while... but not too long, hopefully!
Ok, I'm way behind the ball here, so please be patient.
I haven't updated from Minecraft 1.2.5 for quite some time, mostly because there were mods that were discontinued after 1.2.5. Anyway, that's why I haven't updated *anything* in a while. So, after updating (including Railcraft, of course), I see that my beautiful black metal posts are now ugly orange blocks. SOME of them convert over time (like, maybe, 2-5%). They convert automatically if I place blocks next to them. However, I really would rather not take days finding all my mutated posts and fixing them.
Is there a better way of converting all of them at once? Or using the old block IDs? I know the change log says they're supposed to auto-convert, but it seems to be taking a while, and the big ugly orange blocks merely turn into ugly orange posts.
Thanks!
Odd... it should have converted to the correct color. I'll see if I can't improve that.
Did a quick check of the last few pages to see if anyone's posted this, but it doesn't seem as if anyone has; Calcavia changed the Universal Electricity API very recently (couple days ago), and since then Railcraft (and similar mods) have been eliciting errors when attempting to interface with the API in ways that are, apparently, no longer operable.
I get this error most notably when a Railcraft Steam Turbine tries to output energy to a Universal Electricity wire, or when trying to generate steam with Atomic Science's Steam Funnel; the Power Converters mod by Power Crystals was also receiving the same error, but PC has since updated Power Converters to be compatible with the new UE API method's.
I'm not much of a modder, but I don't think it'd be too much of a hassle to get a hotfix out for this, if there isn't one already. Either way, though, just bringing it up incase you didn't know about the change yet! RC is awesome, and the Steam stuff is just lovely, especially in certain settings, in combination with UE, but I can hold off a little bit on continuing any Steam-based power generation for a while... but not too long, hopefully!
Longtime user of this mod, I wouldn't play MC if I couldn't have Railcraft and RedPower so thanks again for the ongoing investment of time to make this a really great product. Of course, I'm buttering you up for some "nice to have" enhancement requests In no particular order:
Can we get Sandy Brick stairs (and slabs if they aren't there)?
Also, Redpower diamond saws won't make microblocks out of Sandy Brick blocks.
Can posts be made to block crossing like fences/walls? We thought they already did and found out the hard way they don't stop enemy mobs
Am I missing something with Embarking Track? It seems a bit frustrating to use (in SMP anyway) for my automated sheep farm because a moving cart will usually miss a pickup but then if you stop the cart to to pulse for a pickup there's no way to get it launched again.
Even better, I would love to have Embarking Blocks with the same radius function, then I could combine it with any kind of track.
Even more better - be able to combine an Embarking Block with the detecting block functions. Then I could have a "detect unsheared sheep, load it in cart" block or block series.
And now, my Wild Blue Yonder Request....
Any chance you'd consider making a Shipcraft mod? I'd love for you to do for boats what you've done for trains:
Boats that support cargo types just like carts
Autopilot boats that follow navigation buoys and channel markers
Docks - ie Loaders/Unloaders
Platform Boats: when activated the boat turns into a series of blocks above the water - 1x1, 2x2, 3x3, 2x5 etc. Great for bridge building, island starters, etc.
Yeah, I think he just changed the naming conventions as a result of "updating" how electricity is handled internally be UE. I haven't looked much into the source, but yeah. xD
Odd... it should have converted to the correct color. I'll see if I can't improve that.
No worries.
Just on a lark, I checked more of my world(s) to see if maybe it was only happening to my black metal posts. Nope. *Any* posts I put up--red, blue, gray, etc--are now orange.
Could we get a clarification on the Blaze Rods please Covert, is it intentional that a Tier5 Blaze Spawner (with the Blazes dying within 5 seconds of spawning) is incapable of fueling a 36 LP boiler effectively?
(personally it doesn't bother me too much as soon as I became aware that my Blaze rod supplies were being eaten at a prodigious rate I just started fueling my SC2 woodcutter with them and fueled the 36LP with charcoal instead, the 2 36HP I'd swapped to Fuel and Biofuel before the update anyway )
On a server I play on we have a 3 man team that builds together. Instead of changing solutions they decided to build up 12 T5 spawners for there 2 steam boilers. Not going to state word for word but general summery was; Blaze rods that have 2x the power of coal in everything but a boiler where they have less than half. They should fix the duping of them through the macerator rather than nerf them to a point where planks offer more energy.
As for myself I currently fuel the boiler with Fuel till i get tired of looking for oil at which time I planned to swap to the BR method but looks like i will just take the boiler out and go Fusion reactor with electrical engines to run most BC items.
On a server I play on we have a 3 man team that builds together. Instead of changing solutions they decided to build up 12 T5 spawners for there 2 steam boilers. Not going to state word for word but general summery was; Blaze rods that have 2x the power of coal in everything but a boiler where they have less than half. They should fix the duping of them through the macerator rather than nerf them to a point where planks offer more energy.
As for myself I currently fuel the boiler with Fuel till i get tired of looking for oil at which time I planned to swap to the BR method but looks like i will just take the boiler out and go Fusion reactor with electrical engines to run most BC items.
I'm currently working on breeding Distilled bees so that when this fairly large oil spawn I'm tapping dries up I have an alternative source (well there are 2 or 3 other oil spots but none as large as the one I'm using, was a 15-20ish high spout).
Longtime user of this mod, I wouldn't play MC if I couldn't have Railcraft and RedPower so thanks again for the ongoing investment of time to make this a really great product. Of course, I'm buttering you up for some "nice to have" enhancement requests In no particular order:
Can we get Sandy Brick stairs (and slabs if they aren't there)?
Also, Redpower diamond saws won't make microblocks out of Sandy Brick blocks.
Can posts be made to block crossing like fences/walls? We thought they already did and found out the hard way they don't stop enemy mobs
Am I missing something with Embarking Track? It seems a bit frustrating to use (in SMP anyway) for my automated sheep farm because a moving cart will usually miss a pickup but then if you stop the cart to to pulse for a pickup there's no way to get it launched again.
Even better, I would love to have Embarking Blocks with the same radius function, then I could combine it with any kind of track.
Even more better - be able to combine an Embarking Block with the detecting block functions. Then I could have a "detect unsheared sheep, load it in cart" block or block series.
And now, my Wild Blue Yonder Request....
Any chance you'd consider making a Shipcraft mod? I'd love for you to do for boats what you've done for trains:
Boats that support cargo types just like carts
Autopilot boats that follow navigation buoys and channel markers
Docks - ie Loaders/Unloaders
Platform Boats: when activated the boat turns into a series of blocks above the water - 1x1, 2x2, 3x3, 2x5 etc. Great for bridge building, island starters, etc.
1. Planned
2. Unlikely
3. Fixed in next update
4. Never had any trouble, just keep the track powered. If it misses, it misses.
5. um...maybe sometime in the distant future
6. no
Sorry to hijack this but here's something that has been on my mind in a while. I think there needs to be some other advanced detector with an in-depth GUI that allows you to detect multiple unrelated things in carts. Since junctions require both a diverging track and switch motor, space for detectors becomes valuable. This new adv. detector would also work with RP2's bundled cabling which would send signals down different lines depending on what was detected. It would be more expensive though. This might be far-fetched too, but I feel I have to put it out there.
That was my original intent for the Adv. Detector, but it unfortunately became unworkable.
Thanks for taking the time to respond, I appreciate it!
Following up on the Embarking Track: I laid three in series powered and they would only work once after the first power up. I validated this by slapping a lever into the circuit and running several trials - the tracks only worked once per toggle and did not trigger on subsequent passes, resetting the circuit would cause the track to work on the next pass then fail again, etc. Here's what I finally ended up having to put in place:
I'm on 524: http://adf.ly/673885/http://files.minecraftforge.net/minecraftforge/minecraftforge-universal-1.4.7-6.6.1.524.zip
latest is 527 http://adf.ly/673885/http://files.minecraftforge.net/minecraftforge/minecraftforge-universal-1.4.7-6.6.1.527.zip
http://files.minecraftforge.net for all builds.
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Thanks for the clarification also yea I do agree that they were somewhat exploitable, 3 36HP from one spawner was a shade over the top, though you may want to consider keeping an eye on them as currently I feel they may be a shade too low as I said my 36LP was not sustainable on them from a tier5 spawner, I went through a couple hundred "stacks" (in an ED barrel, with the spawner running) in a matter of 12-16 hours or so of play
-Well, BTW is called "the mod that is incompatible with everything".
And, why answer posts from a year and half ago?
------------------------------------------------------------------------------------
Thanks for the blaze clarification---was wondering that as well.
As I said one tier5 cannot supply a 36LP, it is CJ's mod and he can set them to whatever he wants though I do think they may have been slightly overnerfed since they are now a worse fuel than planks but the change is recent and I am sure Covert is watching it to see how this level works, if it's not right "in his opinion only" I am positive he will adjust it.
I haven't updated from Minecraft 1.2.5 for quite some time, mostly because there were mods that were discontinued after 1.2.5. Anyway, that's why I haven't updated *anything* in a while. So, after updating (including Railcraft, of course), I see that my beautiful black metal posts are now ugly orange blocks. SOME of them convert over time (like, maybe, 2-5%). They convert automatically if I place blocks next to them. However, I really would rather not take days finding all my mutated posts and fixing them.
Is there a better way of converting all of them at once? Or using the old block IDs? I know the change log says they're supposed to auto-convert, but it seems to be taking a while, and the big ugly orange blocks merely turn into ugly orange posts.
Thanks!
Or has this happened because of the Minium Stone + Pulverizer duping thing? Hasn't that been addressed in a recent EE3 update?
I get this error most notably when a Railcraft Steam Turbine tries to output energy to a Universal Electricity wire, or when trying to generate steam with Atomic Science's Steam Funnel; the Power Converters mod by Power Crystals was also receiving the same error, but PC has since updated Power Converters to be compatible with the new UE API method's.
I'm not much of a modder, but I don't think it'd be too much of a hassle to get a hotfix out for this, if there isn't one already. Either way, though, just bringing it up incase you didn't know about the change yet! RC is awesome, and the Steam stuff is just lovely, especially in certain settings, in combination with UE, but I can hold off a little bit on continuing any Steam-based power generation for a while... but not too long, hopefully!
http://pastebin.com/ZT2zN6hX
Odd... it should have converted to the correct color. I'll see if I can't improve that.
Really? He broke it again? Bah...
Oh...that's a good idea, I like it.
And now, my Wild Blue Yonder Request....
Any chance you'd consider making a Shipcraft mod? I'd love for you to do for boats what you've done for trains:
Yeah, I think he just changed the naming conventions as a result of "updating" how electricity is handled internally be UE. I haven't looked much into the source, but yeah. xD
No worries.
Just on a lark, I checked more of my world(s) to see if maybe it was only happening to my black metal posts. Nope. *Any* posts I put up--red, blue, gray, etc--are now orange.
Just FYI.
Thanks!
On a server I play on we have a 3 man team that builds together. Instead of changing solutions they decided to build up 12 T5 spawners for there 2 steam boilers. Not going to state word for word but general summery was; Blaze rods that have 2x the power of coal in everything but a boiler where they have less than half. They should fix the duping of them through the macerator rather than nerf them to a point where planks offer more energy.
As for myself I currently fuel the boiler with Fuel till i get tired of looking for oil at which time I planned to swap to the BR method but looks like i will just take the boiler out and go Fusion reactor with electrical engines to run most BC items.
I'm currently working on breeding Distilled bees so that when this fairly large oil spawn I'm tapping dries up I have an alternative source (well there are 2 or 3 other oil spots but none as large as the one I'm using, was a 15-20ish high spout).
1. Planned
2. Unlikely
3. Fixed in next update
4. Never had any trouble, just keep the track powered. If it misses, it misses.
5. um...maybe sometime in the distant future
6. no
7+. Boats aren't my thing.
That was my original intent for the Adv. Detector, but it unfortunately became unworkable.
He's a mad man with a box
Following up on the Embarking Track: I laid three in series powered and they would only work once after the first power up. I validated this by slapping a lever into the circuit and running several trials - the tracks only worked once per toggle and did not trigger on subsequent passes, resetting the circuit would cause the track to work on the next pass then fail again, etc. Here's what I finally ended up having to put in place: