I have a Rotarycraft question regarding the Sludge recipe list for the Fermenter. I am not able to use Acacia Saplings. I can place them in the lower slot but it will not start creating the sludge. Nor does it show up on the full recipe list. The leaves, however, do work and provide 2 sludge as expected.
If you are looking to change Ore Gen, and you have Thermal expansion installed, you can use the CoFH core with notepad++ to edit terrain and or generation with the .json files. Doesnt depend on mod ID's, just input the block ID's of what ores you want to generate. Theres a pretty in depth description on how to do it out there, so you don't need to know how to code. Would just make a little more efficient use of number of mods you have.
First, I don't have TE installed. I make RoC my backbone tech mod of choice. I do have Foundation and Dynamics, though.
Second, the reason I use Custom Ore Gen is because it generates ores in veins and their central motherlodes, just like they are in the real world... harder to find, but once you find one, that vein can supply stacks of ore.
Can there be a config option to turn off the noise encountered in the Chromic Lexicon when mousing over a button/tab? It quickly became quite annoying.
Also, regarding the lower tab on the right side, mine appears to be populated with three of the very early/starting fragments that are otherwise missing from my Lexicon. How can I obtain the real fragments for these? Do I need to cheat them in?
Any chance on attempting to upload the mods to Curse again? The new client seems fairly functional and useful to easily update packs, provided, of course, that most mods are hosted on Curse.
I have a Rotarycraft question regarding the Sludge recipe list for the Fermenter. I am not able to use Acacia Saplings. I can place them in the lower slot but it will not start creating the sludge. Nor does it show up on the full recipe list. The leaves, however, do work and provide 2 sludge as expected.
Also,
regarding the lower tab on the right side, mine appears to be populated
with three of the very early/starting fragments that are otherwise
missing from my Lexicon. How can I obtain the real fragments for these?
Do I need to cheat them in?
That tab is for reclaiming fragments you had but lost. Get paper and ink and click their icons.
attempting to upload the mods to Curse again? The new client seems
fairly functional and useful to easily update packs, provided, of
course, that most mods are hosted on Curse.
I
successfully made the project about two weeks ago, but the "shortly"
for being reviewed and made accessible by a moderator has yet to pass.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
First, I don't have TE installed. I make RoC my backbone tech mod of choice. I do have Foundation and Dynamics, though.
Second, the reason I use Custom Ore Gen is because it generates ores in veins and their central motherlodes, just like they are in the real world... harder to find, but once you find one, that vein can supply stacks of ore.
Ah. What I was talking about only needs the CoFH core, and its totally possible to do what you want using that, though it would take some figuring out, and it sounds like what you're using just does everything automatically. Worth a look though if you're into having a high amount of control over how things generate(not just ores either). I'm using that for my ore gen so I can prevent certain ores from generating, and instead having access to them from meteorcraft. Makes thaumcraft more interesting imo when meteors are the only source of crystal shards.
Well, hopefully it's just that they're busy and not that someone is deliberately snubbing you.
As far as I know, noone on the Curse team has any reason to dislike me, as they probably care little about things like accusations of unbalanced mods, bugs, DRM, and coding capitalization, or modpack or modification policies.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Ah. What I was talking about only needs the CoFH core, and its totally possible to do what you want using that, though it would take some figuring out, and it sounds like what you're using just does everything automatically. Worth a look though if you're into having a high amount of control over how things generate(not just ores either). I'm using that for my ore gen so I can prevent certain ores from generating, and instead having access to them from meteorcraft. Makes thaumcraft more interesting imo when meteors are the only source of crystal shards.
The COG mod allows you to pick what ores spawn, and in what configurations, frequency, and vein size. Additionally, you can spawn something else with the ore (although that part requires config file editing). For example, the default diamond vein is a tube of ore containing a lava core. Every time you mine diamond, you'll have to move quickly... to say nothing of the silverfish stones that spawn with emerald veins.
One of the things I do is limit each ore spawn to one mod; for example, I have TF, Forestry, and TiC, but all copper spawns are disabled except for Thermal Foundation. This removes the problem of too-abundant ores due to multiple mod instances. And this is set in the world creation screen in MC; I don't need to muck about with configs.
Also, it does seem to detect Reika's mods just fine; I had taken the empty fields in "mcmod.info" as a lack of modid, because MultiMC shows Reika's mods as blank lines.
I've run into two bugs re: the new frame moving handlers in v5.
The first is if you have Funky Locomotion installed. The @Strippable annotation is processed when DragonAPI loads, so if DragonAPI loads before Funky Locomotion then framesapi.IMoveCheck is stripped. (We get "Removing interface framesapi/IMoveCheck from Reika/DragonAPI/Base/BlockTEBase; class not present." in the FML log file even though Funky Locomotion is in the mods directory).
Funky Locomotion is loaded afterwards and when it tries to move one of your TEs we get:
Time: 3/24/15 4:38 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: framesapi/IMoveCheck at com.rwtema.funkylocomotion.helper.BlockHelper.canMoveBlock(BlockHelper.java:122) at com.rwtema.funkylocomotion.helper.BlockHelper.canStick(BlockHelper.java:160) at com.rwtema.funkylocomotion.blocks.TilePusher.getBlocks(TilePusher.java:65) at com.rwtema.funkylocomotion.blocks.TilePusher.startMoving(TilePusher.java:145) at com.rwtema.funkylocomotion.movers.MoverEventHandler.onPostWorldTick(MoverEventHandler.java:36) at cpw.mods.fml.common.eventhandler.ASMEventHandler_358_MoverEventHandler_onPostWorldTick_WorldTickEvent.invoke(.dynamic) at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:273) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:914) at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:423) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658) at java.lang.Thread.run(Thread.java:745) Caused by: java.lang.ClassNotFoundException: framesapi.IMoveCheck at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) at java.lang.ClassLoader.loadClass(ClassLoader.java:424) at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ... 14 more Caused by: java.lang.NullPointerException
If I rename the funkylocomotion.jar file to Afunkylocomotion.jar then it loads first and this doesn't happen anymore.
Once this first issue is solved we get another server-wide-crash issue when Funky Locomotion attempts to move a BlockTEBase (note that Framez is not installed):
Time: 3/25/15 7:38 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: com/amadornes/framez/api/movement/IMovementHandler at Reika.DragonAPI.Base.BlockTEBase.canMove(BlockTEBase.java:95) at com.rwtema.funkylocomotion.helper.BlockHelper.canMoveBlock(BlockHelper.java:123) at com.rwtema.funkylocomotion.helper.BlockHelper.canStick(BlockHelper.java:160) at com.rwtema.funkylocomotion.blocks.TilePusher.getBlocks(TilePusher.java:111) at com.rwtema.funkylocomotion.blocks.TilePusher.getBlocks(TilePusher.java:66) at com.rwtema.funkylocomotion.blocks.TilePusher.startMoving(TilePusher.java:145) at com.rwtema.funkylocomotion.movers.MoverEventHandler.onPostWorldTick(MoverEventHandler.java:36) at cpw.mods.fml.common.eventhandler.ASMEventHandler_51_MoverEventHandler_onPostWorldTick_WorldTickEvent.invoke(.dynamic) at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:273) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:914) at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:423) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658) at java.lang.Thread.run(Thread.java:745) Caused by: java.lang.ClassNotFoundException: com.amadornes.framez.api.movement.IMovementHandler at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101) at java.lang.ClassLoader.loadClass(ClassLoader.java:424) at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ... 16 more
So now it looks like you're trying to use the Framez API without first checking if it is available.
We're up to 10 crashes in on a production server due to this. Any chance you can push fixes to v5 so that we don't have to wait until v6? Thanks a lot.
I was set on figuring this out myself but 3 days later, I'm still stuck. (Chromaticraft)
I have crafted at least one of everything the lexicon offers (my table has 4 of the icons unlocked on the top left)
The only entry in the Lexicon that I know I haven't done is the second part of the Secret Burrows. I've been digging holes into the ground then using unstable ingot blocks to try and find them but damn are they scarce....
Every fragment that drops at this point is blank so I know I need to discover something to unlock more.
Also, the entire item casting frame (More Complex Crafting) entry is unlocked for me but I don't have access to making them yet? So I'm a little confused there.
Either I need to experiment to find a random recipe that unlocks further info or I need to find this burrow. I would be forever grateful for a really solid hint, or a way to narrow my burrow search.
I was set on figuring this out myself but 3 days later, I'm still stuck. (Chromaticraft)
I have crafted at least one of everything the lexicon offers (my table has 4 of the icons unlocked on the top left)
The only entry in the Lexicon that I know I haven't done is the second part of the Secret Burrows. I've been digging holes into the ground then using unstable ingot blocks to try and find them but damn are they scarce....
Every fragment that drops at this point is blank so I know I need to discover something to unlock more.
Also, the entire item casting frame (More Complex Crafting) entry is unlocked for me but I don't have access to making them yet? So I'm a little confused there.
Either I need to experiment to find a random recipe that unlocks further info or I need to find this burrow. I would be forever grateful for a really solid hint, or a way to narrow my burrow search.
Feature
request: if reasonably possible please make World Rifts compatible with
the usual mods that contain cables (EnderIO, AE2, ThermalDynamics,
ExtraUtilities, ...).
I've run into two bugs re: the new frame moving handlers in v5.
The first is if you have Funky Locomotion installed. The undefined annotation is processed when DragonAPI loads, so if DragonAPI loads before Funky Locomotion then undefined
is stripped. (We get "Removing interface framesapi/IMoveCheck from
Reika/DragonAPI/Base/BlockTEBase; class not present." in the FML log
file even though Funky Locomotion is in the mods directory).
Funky Locomotion is loaded afterwards and when it tries to move one of your TEs we get:
If I rename the undefined file to undefined then it loads first and this doesn't happen anymore.
Once this first issue is solved we get another server-wide-crash issue when Funky Locomotion attempts to move a undefined (note that Framez is not installed):
So now it looks like you're trying to use the Framez API without first checking if it is available.
We're
up to 10 crashes in on a production server due to this. Any chance you
can push fixes to v5 so that we don't have to wait until v6? Thanks a
lot.
This is a severe classloading error, not a simple fix. For now, add the Frames API to DragonAPI.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
To the best of my knowledge, yes. I reviewed all of the pages again, and only the Oak Sapling was available for the Vanilla Saplings. Here is my ore dictionary entry for Saplings if it helps:
First Row: The Aura Dust icon is Null. Pig Spawner is Null. Sapling is Null. Secret Burrow, the second set of text is encrypted.
Second/Third Row are completed
Fourth Row: Unfinished Texture is Null/Null/AlienWords. More Complex Crafting is done.
Fifth Row: Storage Crystal is Null/Null/Encrypted. Blank box is null/null/encrypted. Magic Liquid is encrypted. Unity of Elements is encrypted. Broadcasting is encrypted.
Sixth Row: Toptier Crafting is encrypted.
Seventh Row: Personal Enhancement is Encrypted. Blank box is null/null/encrypted
I'm really enjoying this mod so far. Really great job on the particles and sfx. I'm just hating being so damn stuck.
Possible Request: Could stone based glow's be able to rotate on right click instead of being locked in position (north/south being horizontal and east/west being vertical)
Hm, does anyone know why I cant find any knowledge fragment in minecraft shafts? Also Id like to know whether fragments can spawn in chests in the Twilight Forest because I couldnt find any so far.
And I do want to ask again whether anyone knows how to fix the problem with the full screen colour at pylons. I didnt find any related posts solving the problem. Please help me
Abandoned mineshafts, being more "techy", have the lowest fragment rate in the game.
Rollback Post to RevisionRollBack
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 have an odd issue with Chromaticraft v5c where it looks like crystal repeater multi-blocks cannot be broken with a normal pickaxe once assembled. I can use a Thaumcraft wand, for example, to break the repeater block (which is lost). The other blocks can then be mined with a pickaxe and picked up.
Is this expected behavior? Is there a way to pick up the repeater without destroying it?
As far as I know, noone on the Curse team has any reason to dislike me, as they probably care little about things like accusations of unbalanced mods, bugs, DRM, and coding capitalization, or modpack or modification policies.
You're on good terms with the Feed The Beast crew, right? I know at least one of them is on the Curse team.
successfully made the project about two weeks ago, but the "shortly"
for being reviewed and made accessible by a moderator has yet to pass.
Damnit Reika. Next time get a hold of me. Nothing should ever take more than an hour. Did you attach a file to the project? It won't come in front of us without a file attached.
Edit. I just looked at it, no you didn't. But you are going to want to do DragonAPI first anyway so that you can set the dependency correctly on the files for your other projects. check authors.curseforge.com and if you need anything get a hold of me. It's been awhile since we've had time to talk anyway.
Are those experience berries? Essence bushes? The TiCo things... Argh, excuse me tonight, apparently I cannot brain.
Reika,
I have a Rotarycraft question regarding the Sludge recipe list for the Fermenter. I am not able to use Acacia Saplings. I can place them in the lower slot but it will not start creating the sludge. Nor does it show up on the full recipe list. The leaves, however, do work and provide 2 sludge as expected.
First, I don't have TE installed. I make RoC my backbone tech mod of choice. I do have Foundation and Dynamics, though.
Second, the reason I use Custom Ore Gen is because it generates ores in veins and their central motherlodes, just like they are in the real world... harder to find, but once you find one, that vein can supply stacks of ore.
Can there be a config option to turn off the noise encountered in the Chromic Lexicon when mousing over a button/tab? It quickly became quite annoying.
Also, regarding the lower tab on the right side, mine appears to be populated with three of the very early/starting fragments that are otherwise missing from my Lexicon. How can I obtain the real fragments for these? Do I need to cheat them in?
Any chance on attempting to upload the mods to Curse again? The new client seems fairly functional and useful to easily update packs, provided, of course, that most mods are hosted on Curse.
Are you sure?
That tab is for reclaiming fragments you had but lost. Get paper and ink and click their icons.
I
successfully made the project about two weeks ago, but the "shortly"
for being reviewed and made accessible by a moderator has yet to pass.
Ah-ha! Paper and Ink, I should have guessed it would be something like that.
Well, hopefully it's just that they're busy and not that someone is deliberately snubbing you.
Ah. What I was talking about only needs the CoFH core, and its totally possible to do what you want using that, though it would take some figuring out, and it sounds like what you're using just does everything automatically. Worth a look though if you're into having a high amount of control over how things generate(not just ores either). I'm using that for my ore gen so I can prevent certain ores from generating, and instead having access to them from meteorcraft. Makes thaumcraft more interesting imo when meteors are the only source of crystal shards.
As far as I know, noone on the Curse team has any reason to dislike me, as they probably care little about things like accusations of unbalanced mods, bugs, DRM, and coding capitalization, or modpack or modification policies.
The COG mod allows you to pick what ores spawn, and in what configurations, frequency, and vein size. Additionally, you can spawn something else with the ore (although that part requires config file editing). For example, the default diamond vein is a tube of ore containing a lava core. Every time you mine diamond, you'll have to move quickly... to say nothing of the silverfish stones that spawn with emerald veins.
One of the things I do is limit each ore spawn to one mod; for example, I have TF, Forestry, and TiC, but all copper spawns are disabled except for Thermal Foundation. This removes the problem of too-abundant ores due to multiple mod instances. And this is set in the world creation screen in MC; I don't need to muck about with configs.
Also, it does seem to detect Reika's mods just fine; I had taken the empty fields in "mcmod.info" as a lack of modid, because MultiMC shows Reika's mods as blank lines.
I've run into two bugs re: the new frame moving handlers in v5.
The first is if you have Funky Locomotion installed. The @Strippable annotation is processed when DragonAPI loads, so if DragonAPI loads before Funky Locomotion then framesapi.IMoveCheck is stripped. (We get "Removing interface framesapi/IMoveCheck from Reika/DragonAPI/Base/BlockTEBase; class not present." in the FML log file even though Funky Locomotion is in the mods directory).
Funky Locomotion is loaded afterwards and when it tries to move one of your TEs we get:
Time: 3/24/15 4:38 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: framesapi/IMoveCheck
at com.rwtema.funkylocomotion.helper.BlockHelper.canMoveBlock(BlockHelper.java:122)
at com.rwtema.funkylocomotion.helper.BlockHelper.canStick(BlockHelper.java:160)
at com.rwtema.funkylocomotion.blocks.TilePusher.getBlocks(TilePusher.java:65)
at com.rwtema.funkylocomotion.blocks.TilePusher.startMoving(TilePusher.java:145)
at com.rwtema.funkylocomotion.movers.MoverEventHandler.onPostWorldTick(MoverEventHandler.java:36)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_358_MoverEventHandler_onPostWorldTick_WorldTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:273)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:914)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:423)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: framesapi.IMoveCheck
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 14 more
Caused by: java.lang.NullPointerException
If I rename the funkylocomotion.jar file to Afunkylocomotion.jar then it loads first and this doesn't happen anymore.
Once this first issue is solved we get another server-wide-crash issue when Funky Locomotion attempts to move a BlockTEBase (note that Framez is not installed):
Time: 3/25/15 7:38 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: com/amadornes/framez/api/movement/IMovementHandler
at Reika.DragonAPI.Base.BlockTEBase.canMove(BlockTEBase.java:95)
at com.rwtema.funkylocomotion.helper.BlockHelper.canMoveBlock(BlockHelper.java:123)
at com.rwtema.funkylocomotion.helper.BlockHelper.canStick(BlockHelper.java:160)
at com.rwtema.funkylocomotion.blocks.TilePusher.getBlocks(TilePusher.java:111)
at com.rwtema.funkylocomotion.blocks.TilePusher.getBlocks(TilePusher.java:66)
at com.rwtema.funkylocomotion.blocks.TilePusher.startMoving(TilePusher.java:145)
at com.rwtema.funkylocomotion.movers.MoverEventHandler.onPostWorldTick(MoverEventHandler.java:36)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_51_MoverEventHandler_onPostWorldTick_WorldTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:273)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:914)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:423)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: com.amadornes.framez.api.movement.IMovementHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 16 more
So now it looks like you're trying to use the Framez API without first checking if it is available.
We're up to 10 crashes in on a production server due to this. Any chance you can push fixes to v5 so that we don't have to wait until v6? Thanks a lot.
what's the version its support now?
I was set on figuring this out myself but 3 days later, I'm still stuck. (Chromaticraft)
I have crafted at least one of everything the lexicon offers (my table has 4 of the icons unlocked on the top left)
The only entry in the Lexicon that I know I haven't done is the second part of the Secret Burrows. I've been digging holes into the ground then using unstable ingot blocks to try and find them but damn are they scarce....
Every fragment that drops at this point is blank so I know I need to discover something to unlock more.
Also, the entire item casting frame (More Complex Crafting) entry is unlocked for me but I don't have access to making them yet? So I'm a little confused there.
Either I need to experiment to find a random recipe that unlocks further info or I need to find this burrow. I would be forever grateful for a really solid hint, or a way to narrow my burrow search.
What exactly is missing?
They do.
This is a severe classloading error, not a simple fix. For now, add the Frames API to DragonAPI.
To the best of my knowledge, yes. I reviewed all of the pages again, and only the Oak Sapling was available for the Vanilla Saplings. Here is my ore dictionary entry for Saplings if it helps:
Ore entries for :
<minecraft:sapling:*>
<ic2:blockrubsapling:*>
<natura:florasapling:*>
<biomesoplenty:saplings:*>
<biomesoplenty:colorizedsaplings:*>
<forestry:sapling:*>
<growthcraft|apples:grc.applesapling>
<witchery:witchsapling:*>
<twilightforest:tile.tfsapling:*>
Is there somewhere I can review what recipes are being added and/or any data that could be modifying what it see's as acceptable?
First Row: The Aura Dust icon is Null. Pig Spawner is Null. Sapling is Null. Secret Burrow, the second set of text is encrypted.
Second/Third Row are completed
Fourth Row: Unfinished Texture is Null/Null/AlienWords. More Complex Crafting is done.
Fifth Row: Storage Crystal is Null/Null/Encrypted. Blank box is null/null/encrypted. Magic Liquid is encrypted. Unity of Elements is encrypted. Broadcasting is encrypted.
Sixth Row: Toptier Crafting is encrypted.
Seventh Row: Personal Enhancement is Encrypted. Blank box is null/null/encrypted
I'm really enjoying this mod so far. Really great job on the particles and sfx. I'm just hating being so damn stuck.
Possible Request: Could stone based glow's be able to rotate on right click instead of being locked in position (north/south being horizontal and east/west being vertical)
Edit: Formatting
Abandoned mineshafts, being more "techy", have the lowest fragment rate in the game.
I have an odd issue with Chromaticraft v5c where it looks like crystal repeater multi-blocks cannot be broken with a normal pickaxe once assembled. I can use a Thaumcraft wand, for example, to break the repeater block (which is lost). The other blocks can then be mined with a pickaxe and picked up.
Is this expected behavior? Is there a way to pick up the repeater without destroying it?
You're on good terms with the Feed The Beast crew, right? I know at least one of them is on the Curse team.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Damnit Reika. Next time get a hold of me. Nothing should ever take more than an hour. Did you attach a file to the project? It won't come in front of us without a file attached.
Edit. I just looked at it, no you didn't. But you are going to want to do DragonAPI first anyway so that you can set the dependency correctly on the files for your other projects. check authors.curseforge.com and if you need anything get a hold of me. It's been awhile since we've had time to talk anyway.