Quote from grimallq»Reika, got this after using an Angular Transducer on a running Turbine Generator.
Already fixed, and I think it was released.
Quote from MrGraphic»
Central Unit doesn't like shafts - connect power via bevel gear. We discused about this earlier and I remember that Reika found fix for this issue.
...I did?
Quote from Physicist»Chromaticraft ores are not properly mined and picked up by the Railcraft Tunnel Bore. They are simply destroyed and no items go into the chest.
ChromatiCraft ores are tiered resources that require the player to be of a sufficient progression level in order to see and mine them. Allowing automining to globally harvest them would subvert that. Because the code is controlled in DragonAPI, the Borer has compatibility, but no other mod does.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Almost certainly a retarded question, but - if the spawn delay on a powered spawner is set to 1, that means I should be getting 20 mobs per second, right? Assuming the server is at 20tps, obviously. I'm doing some maths for an optimized Blood Altar + Powered Spawner setup and trying to figure out per-second LP yields but the powered spawner is too fast to time accurately.
No, that means 1 tick on, one tick off, so 10 mobs per second.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I'm trying to make 32x textures for Chromaticraft and Geostrata and having a hard time figuring out what's actually used and what's redundant. For example, in the runes folder in Chromaticraft there's backpng, engraved, frontpng, glow, old, pattern, real, sheet, template, test, etc. A lot of them appear to have the same designs. I'm sure I can figure it out through trial and error but I'm hoping Reika (or anyone for that matter) might have some tips on what folders I can disregard.
I'm trying to make 32x textures for Chromaticraft and Geostrata and having a hard time figuring out what's actually used and what's redundant. For example, in the runes folder in Chromaticraft there's backpng, engraved, frontpng, glow, old, pattern, real, sheet, template, test, etc. A lot of them appear to have the same designs. I'm sure I can figure it out through trial and error but I'm hoping Reika (or anyone for that matter) might have some tips on what folders I can disregard.
Just because a file is not currently used does not mean it will remain unused. That said, you can safely disregard anything with "test" in its name or anything that looks like a construction image.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Just because a file is not currently used does not mean it will remain unused. That said, you can safely disregard anything with "test" in its name or anything that looks like a construction image.
I'm really only concerned with textures currently being used. I typically start with anything that generates in the world so everything at least looks consistent, then gradually do textures for mod items I find myself using frequently. For starters, do you know which textures are used for the runes on the Magic pylons that generate in the overworld?
I'm really only concerned with textures currently being used. I typically start with anything that generates in the world so everything at least looks consistent, then gradually do textures for mod items I find myself using frequently. For starters, do you know which textures are used for the runes on the Magic pylons that generate in the overworld?
For runes themselves, glow, engraved, and frontpng are currently used. For the actual rune blocks, they have a specialized render.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I just made it so that using "R" from inside the RotaryCraft/ReactorCraft handbook and the Chroma Lexicon trigger NEI if the cursor is hovering over an item.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
You did it wrong. Remove all Reikas mods and add Fix then run server once. Now you can shutdown and remove the Fix :).
Central Unit doesn't like shafts - connect power via bevel gear. We discused about this earlier and I remember that Reika found fix for this issue.
So it's a confirmed bug that shafts don't work with central control? not a big deal if it is, I can try using a bevel gear when I get back in my test world.
The changelog for Dye Trees mentions an option for generating Thaumcraft's ethereal bloom, but I'm not seeing it in ChromatiCraft's config. Would it be possible to put in a flag for that, maybe even an option for its density? As it is, what's normally a relatively rare and precious crafted thing in stock Thaumcraft is now ubiquitous if you happen to find a rainbow forest. As of recent versions, you don't even need shears to pick it up intact - it was made more expensive to compensate - so this seems potentially a trifle unbalancing.
The changelog for Dye Trees mentions an option for generating Thaumcraft's ethereal bloom, but I'm not seeing it in ChromatiCraft's config. Would it be possible to put in a flag for that, maybe even an option for its density? As it is, what's normally a relatively rare and precious crafted thing in stock Thaumcraft is now ubiquitous if you happen to find a rainbow forest. As of recent versions, you don't even need shears to pick it up intact - it was made more expensive to compensate - so this seems potentially a trifle unbalancing.
The config still exists.
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I'm assuming it's either B:"Generate Anti-Taint plants in Rainbow Forest" or B:"Make Thaumcraft integration require Thaumcraft progression," because otherwise it's not obvious.
I'm assuming it's either B:"Generate Anti-Taint plants in Rainbow Forest" or B:"Make Thaumcraft integration require Thaumcraft progression," because otherwise it's not obvious.
The first. It is obvious.
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Feel free to support me and my mods via PayPal or Patreon
Well, you can tell how far I usually get in Thaumcraft . Hopefully my modpack will help me with that and ChromatiCraft once it gets out of development hell.
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Could there be a rock added by Geostrata that depends on Reactorcraft to be present. Have it be trinitite which is created when a nuclear reactor explodes by sand. Have it be cut like Geostrata rocks, but be slightly radioactive
Derp. I looked for "ethereal", glanced over the other Thaumcraft-related options, missed that one. Apologies.
Still having trouble navigating the Chromic Lexicon - it looks like I should be able to scroll to the right, as there's a sub-box inside the Constructs box which I can just see the edge of. But I'll keep trying to gather info fragments.
I do rather wish the most expedient way to get the things wasn't putting a bed near a pylon and corpserunning repeatedly, but so it goes; I'll keep hunting for dungeon chests.
Quote from Shurhaian»Derp. I looked for "ethereal", glanced over the other Thaumcraft-related options, missed that one. Apologies.
Still having trouble navigating the Chromic Lexicon - it looks like I should be able to scroll to the right, as there's a sub-box inside the Constructs box which I can just see the edge of. But I'll keep trying to gather info fragments.
I do rather wish the most expedient way to get the things wasn't putting a bed near a pylon and corpserunning repeatedly, but so it goes; I'll keep hunting for dungeon chests.
V4 both nerfs the drop rate from mobs - and makes it impossible to use oneself to farm them via repeated pylon-assisted suicide - and adds many more to worldgen, including in three new structures.
Any way to speed up the shard farming from crystal plants? Can we use stuff like rotarycraft sprinklers or that bonemeal machine on these? Any way to increase chances of getting shard? On one of my worlds I have a 16x20 field full of these plants, and I'm lucky to get 3 shards from harvesting them all. I do have alot of seeds though lol.
Any way to convert one color of shard to a different one? Tried to search this from code, no luck.
Playing this on a fresh survival world, it's a bit of a challenge to find 5 shards of each color to begin. Five to make the one rune and then the one seed.
There is no way to increase the drop rate, but all RC and other mod plant accelerators should work on them.
Oh, that. You will have to remind me when I release v4.
Quote from substerNL»
The matter got resolved... Shame on Reika for using tactics and bad programming that makes it so hard to remove a mod.. I just stumbled upon the discussion with algo in the AE2 thread from a little while back.. Wouldn't be surprised that was one of the main reasons algo got so fed up with modding and left.. Shame one of the best minecraft modders, algo, left AE2 because of all this crap and negativity. Reminds me of gregtech doing some weird stuff crashing the game because he didn't like the way some mod dev did things. Don't bother flaming me for it as I won't return to this thread.
No, Algo left because his addition of channels to AE, along with many other changes to AE2, angried so many people that he started receiving mountains of abuse. In the end, he decided putting up with that was not an acceptable cost for remaining on the project. Do not blame me for his departure.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
No, Algo left because his addition of channels to AE, along with many other changes to AE2, angried so many people that he started receiving mountains of abuse. In the end, he decided putting up with that was not an acceptable cost for remaining on the project. Do not blame me for his departure.
It is a shame really because I actually love the AE2 channels and how things are now. AE was way too easy as it was and at least now you have to do some thinking and planning. i.e. use your brains :-)
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
It is a shame really because I actually love the AE2 channels and how things are now. AE was way too easy as it was and at least now you have to do some thinking and planning. i.e. use your brains :-)
Reminds me of the whole magnetostatic fiasco. I just was more used to the abuse (and of course was less popular than AE, so received less).
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Ran into the same issue with waila 1.5.8a and DragonAPI 3d. Copied the API from waila into DragonAPI and it resolved the issue.
I tried updating the WAILA API in DragonAPI. This, however, failed, because it required a new version of NEI, one which cannot load in the dev environment.
However, I made a hybrid API that should solve the problem.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Already fixed, and I think it was released.
...I did?
ChromatiCraft ores are tiered resources that require the player to be of a sufficient progression level in order to see and mine them. Allowing automining to globally harvest them would subvert that. Because the code is controlled in DragonAPI, the Borer has compatibility, but no other mod does.
No, that means 1 tick on, one tick off, so 10 mobs per second.
Just because a file is not currently used does not mean it will remain unused. That said, you can safely disregard anything with "test" in its name or anything that looks like a construction image.
I'm really only concerned with textures currently being used. I typically start with anything that generates in the world so everything at least looks consistent, then gradually do textures for mod items I find myself using frequently. For starters, do you know which textures are used for the runes on the Magic pylons that generate in the overworld?
For runes themselves, glow, engraved, and frontpng are currently used. For the actual rune blocks, they have a specialized render.
So it's a confirmed bug that shafts don't work with central control? not a big deal if it is, I can try using a bevel gear when I get back in my test world.
The config still exists.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
The first. It is obvious.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
I hope so ^^ :
Still having trouble navigating the Chromic Lexicon - it looks like I should be able to scroll to the right, as there's a sub-box inside the Constructs box which I can just see the edge of. But I'll keep trying to gather info fragments.
I do rather wish the most expedient way to get the things wasn't putting a bed near a pylon and corpserunning repeatedly, but so it goes; I'll keep hunting for dungeon chests.
V4 both nerfs the drop rate from mobs - and makes it impossible to use oneself to farm them via repeated pylon-assisted suicide - and adds many more to worldgen, including in three new structures.
There is no way to increase the drop rate, but all RC and other mod plant accelerators should work on them.
Oh, that. You will have to remind me when I release v4.
No, Algo left because his addition of channels to AE, along with many other changes to AE2, angried so many people that he started receiving mountains of abuse. In the end, he decided putting up with that was not an acceptable cost for remaining on the project. Do not blame me for his departure.
It is a shame really because I actually love the AE2 channels and how things are now. AE was way too easy as it was and at least now you have to do some thinking and planning. i.e. use your brains :-)
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Reminds me of the whole magnetostatic fiasco. I just was more used to the abuse (and of course was less popular than AE, so received less).
I tried updating the WAILA API in DragonAPI. This, however, failed, because it required a new version of NEI, one which cannot load in the dev environment.
However, I made a hybrid API that should solve the problem.