I know you said new idea stuff will probably get pushed to an add-on, but I had a thought for something very in line with the mod for whenever that comes along. All these tools and things have great ways of just destroying the environment, making resource collection a breeze, but there's few, if any, ways of placing blocks with ease. Something akin to the much beloved Builders Wand from whatever mod would be great. Some way of setting what block the item should be placing (similar to the Equal Trade focus from Thaum), set the mode for how to place (line, panel, etc), and consume EMC equivalent to the blocks placed.
May or may not have been suggested before, but sounds like it'd be great however it'd be implemented, and I can't think of any way it would be very unbalancing.
I know you said new idea stuff will probably get pushed to an add-on, but I had a thought for something very in line with the mod for whenever that comes along. All these tools and things have great ways of just destroying the environment, making resource collection a breeze, but there's few, if any, ways of placing blocks with ease. Something akin to the much beloved Builders Wand from whatever mod would be great. Some way of setting what block the item should be placing (similar to the Equal Trade focus from Thaum), set the mode for how to place (line, panel, etc), and consume EMC equivalent to the blocks placed.
May or may not have been suggested before, but sounds like it'd be great however it'd be implemented, and I can't think of any way it would be very unbalancing.
Has been suggested semi recently on our IRC channel, and is not completely out of the question, however it would be a ways away. For now there is the Mercurial Eye.
###Version 1.7.10-PE1.4.5
* NEW: registerCustomEMC has returned to the API. If a mod sets values maliciously or undesirably it can be blocked in the mapping config
* NEW: EMC remapping sends a chat message upon completion
* NEW: Chinese language file updates
* FIXED: A crash when using the SWRG in a Bauble slot
* FIXED: Watch of Flowing Time missing localization
* FIXED: Watch of Flowing obeys doDaylightCycle
* FIXED: Vein mining mistargeting
* FIXED: A dupe bug with the Black Hole Band on the pedestal
* FIXED: Reverted tool costs from 1.4.4. This will be a config option in the future
Love this mod. It is so difficult to tweak in multiplayer, however. Could you put in a way to make it so EMC out costs more than EMC in? Maybe amultiplier config that helps (an example would be putting 4emc in as a log and taking out the same log for 8emc or whatever you multiplied by)
This config could apply to all EMC related items in the transmutation table
Love this mod. It is so difficult to tweak in multiplayer, however. Could you put in a way to make it so EMC out costs more than EMC in? Maybe amultiplier config that helps (an example would be putting 4emc in as a log and taking out the same log for 8emc or whatever you multiplied by)
This config could apply to all EMC related items in the transmutation table
This is being considered, it requires some pretty big changes.
Can't seem to find any information on this: Energy Condenser Mk. 2. Is it just supposed to be faster? Higher capacity? Not sure what to look for when testing to figure it out.
Also, big bug. Went to The End today, and transmutation tablet lost all stored EMC. Was working in the stronghold up until I went through the portal (even used it for the eyes I needed), and only noticed it drained when I went to teach it the dragon egg. Relogging didn't seem to fix it, either. Fortunately, didn't seem to forget everything it learned, so cheating in a few red matter got me back about where I was.
Also, big bug. Went to The End today, and transmutation tablet lost all stored EMC. Was working in the stronghold up until I went through the portal (even used it for the eyes I needed), and only noticed it drained when I went to teach it the dragon egg. Relogging didn't seem to fix it, either. Fortunately, didn't seem to forget everything it learned, so cheating in a few red matter got me back about where I was.
It is important to not use any transmutation GUI while a EMC remap is in progress, this is a known issue which we are working to resolve.
Can't
seem to find any information on this: Energy Condenser Mk. 2. Is it
just supposed to be faster? Higher capacity? Not sure what to look for
when testing to figure it out.
The Mk.2 has separate input and output, that is the only difference.
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Nice to see this coming along so well. =) In reading through this, I did notice the loss of alchemical bag content several times before, as well, across different versions. The one thing in common when it happened was that it was sometime after a black hole band was placed in an alchemical bag (sometimes much later). I remember trying to figure out what triggered it, but I never did nail it down, and no irregular messages ever appeared in the console. =\ For now, I would advise against putting the black hole band in a bag.
One little thing I noticed was how the gold horse armor emc was not in keeping with the other horse armor values.. the other horse armors seemed like they were worth 5 ingots/units of material, but the gold one is 1/2 an ingot worth.. I think Moze must've left off a zero on the end by accident, lol.
A bigger concern is the function of the watch of flowing time. I don't know how close to the original this mod is meant to be, but this is a pretty glaring exception. I remember the original giving a boost to nearby ee2 machines when active in the hotbar, at up to a 30% speed improvement, with a step of 10% for each charge level. For each one on a pedestal, it would provide a global 10% boost to emc machines (and it took like 31 or 32 pedestals with watches to reach the 10x speed-boost limit, iirc).
With the one in this version giving bonus ticks, even when held, and affecting all nearby functions (not just the mod's devices), it's way more powerful (not even comparable, really), and with the running costs being cheap compared to what it does, it's trivial to exploit. It seems the running costs are more in line with the original behavior and not this one, lol. I remember testing it once, starting a world with just this mod and nei and getting up to the point where I could make a watch and a collector. I started by upgrading fuels with the watch active and was able to turn a profit from just that. In a total of like 2 or 3 hours from the start of the world, with just building emc flowers and having the watch going at full power, I had full gem armor and an alchemical tome. I don't think it's an exaggeration to say that this is completely broken, lol.
Also, I could be wrong, but the emc running cost for the harvest goddess band when it's active seems abnormally high when compared to the original.
Anyway, just bringing up my concerns.. I'm sure people have already brought up the subject of the watch, heh. I still enjoy the mod and appreciate all the work that has gone into it and continues going into it. =)
Is it normal for milk to not have an EMC value? Of all the EMC-less vanilla items, this one makes the least sense. Cobble slabs and glass panes and the like, understandable due to very small numbers. Mob heads, or wither skulls at least, to maintain the challenge and value of a nether star (imo). Milk, and by extension cake, not so sure. I suspect maybe just victims of some other config thing, but thought I'd bring it up in case it'd be something you wanted to tweak. Otherwise, might be one of the first things I give a custom value to.
hello everyone, i am using version 1.7.10-pe1.4.5 and i think there is a bug. when right clicking with the red/dark mater pick nothing happens. but when i get close to an ore and right-click the ore it takes it but it doesn't go into my inventory. i have submitted this to the irc also.
Discovered the mercurial eye last night and after watching a how it works video I couldn't wait to use it. I then discovered however that it will only work on a base chisel 2 block and not its variations and since most of my buildings are made from these materials I cannot use it
Is this just a case of being technically impossible or something that was just overlooked? Cant see an existing github issue regarding it.
The blocks must have a EMC value for the Mercurial Eye to use it.
Speaking of the Eye, it could really use some alternate modes. Vertical walls are nice, I guess, but sometimes I want to fill in some holes, or otherwise tweak the landscape to my designs.
On a different note, graphical glitch, when you're holding the Philosopher's Stone and looking at any leaves (as if you would transmute them), your hunger/health/armor all turn green.
So I remember in EE2 the tablet used to have an issue with a max EMC charge before triggering negative values. Has that been fixed/changed in ProjectE?
So I remember in EE2 the tablet used to have an issue with a max EMC charge before triggering negative values. Has that been fixed/changed in ProjectE?
ProjectE is a complete rewrite, we do not use EE2 code. A issue like this does not exist, the amount of EMC you can store in the tablet will eventually cap out, however you will simply be unable to store any more, it will not cause negative EMC.
I'm not sure if this was intended or not, but with the most recent update, my Dark Matter Pickaxe no longer instantly mines ores with right click.
Please open a issue on the GitHub tracker, reports are not accepted in the forum topic.
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
It's not so much an issue/bug as it is just me noticing something. Besides, I dont use GitHub for anything nowadays.
I know you said new idea stuff will probably get pushed to an add-on, but I had a thought for something very in line with the mod for whenever that comes along. All these tools and things have great ways of just destroying the environment, making resource collection a breeze, but there's few, if any, ways of placing blocks with ease. Something akin to the much beloved Builders Wand from whatever mod would be great. Some way of setting what block the item should be placing (similar to the Equal Trade focus from Thaum), set the mode for how to place (line, panel, etc), and consume EMC equivalent to the blocks placed.
May or may not have been suggested before, but sounds like it'd be great however it'd be implemented, and I can't think of any way it would be very unbalancing.
Has been suggested semi recently on our IRC channel, and is not completely out of the question, however it would be a ways away. For now there is the Mercurial Eye.
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
ProjectE 1.4.5 "Return of the API" is now live on the Curse Client and at: http://minecraft.curseforge.com/mc-mods/226410-projecte/files
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
Love this mod. It is so difficult to tweak in multiplayer, however. Could you put in a way to make it so EMC out costs more than EMC in? Maybe amultiplier config that helps (an example would be putting 4emc in as a log and taking out the same log for 8emc or whatever you multiplied by)
This config could apply to all EMC related items in the transmutation table
This is being considered, it requires some pretty big changes.
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
Can't seem to find any information on this: Energy Condenser Mk. 2. Is it just supposed to be faster? Higher capacity? Not sure what to look for when testing to figure it out.
Also, big bug. Went to The End today, and transmutation tablet lost all stored EMC. Was working in the stronghold up until I went through the portal (even used it for the eyes I needed), and only noticed it drained when I went to teach it the dragon egg. Relogging didn't seem to fix it, either. Fortunately, didn't seem to forget everything it learned, so cheating in a few red matter got me back about where I was.
It is important to not use any transmutation GUI while a EMC remap is in progress, this is a known issue which we are working to resolve.
The Mk.2 has separate input and output, that is the only difference.
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
Yeah, I really shoulda known better than to do anything at all with it when I noticed it broked.
Nice to see this coming along so well. =) In reading through this, I did notice the loss of alchemical bag content several times before, as well, across different versions. The one thing in common when it happened was that it was sometime after a black hole band was placed in an alchemical bag (sometimes much later). I remember trying to figure out what triggered it, but I never did nail it down, and no irregular messages ever appeared in the console. =\ For now, I would advise against putting the black hole band in a bag.
One little thing I noticed was how the gold horse armor emc was not in keeping with the other horse armor values.. the other horse armors seemed like they were worth 5 ingots/units of material, but the gold one is 1/2 an ingot worth.. I think Moze must've left off a zero on the end by accident, lol.
A bigger concern is the function of the watch of flowing time. I don't know how close to the original this mod is meant to be, but this is a pretty glaring exception. I remember the original giving a boost to nearby ee2 machines when active in the hotbar, at up to a 30% speed improvement, with a step of 10% for each charge level. For each one on a pedestal, it would provide a global 10% boost to emc machines (and it took like 31 or 32 pedestals with watches to reach the 10x speed-boost limit, iirc).
With the one in this version giving bonus ticks, even when held, and affecting all nearby functions (not just the mod's devices), it's way more powerful (not even comparable, really), and with the running costs being cheap compared to what it does, it's trivial to exploit. It seems the running costs are more in line with the original behavior and not this one, lol. I remember testing it once, starting a world with just this mod and nei and getting up to the point where I could make a watch and a collector. I started by upgrading fuels with the watch active and was able to turn a profit from just that. In a total of like 2 or 3 hours from the start of the world, with just building emc flowers and having the watch going at full power, I had full gem armor and an alchemical tome. I don't think it's an exaggeration to say that this is completely broken, lol.
Also, I could be wrong, but the emc running cost for the harvest goddess band when it's active seems abnormally high when compared to the original.
Anyway, just bringing up my concerns.. I'm sure people have already brought up the subject of the watch, heh. I still enjoy the mod and appreciate all the work that has gone into it and continues going into it. =)
Is it normal for milk to not have an EMC value? Of all the EMC-less vanilla items, this one makes the least sense. Cobble slabs and glass panes and the like, understandable due to very small numbers. Mob heads, or wither skulls at least, to maintain the challenge and value of a nether star (imo). Milk, and by extension cake, not so sure. I suspect maybe just victims of some other config thing, but thought I'd bring it up in case it'd be something you wanted to tweak. Otherwise, might be one of the first things I give a custom value to.
hello everyone, i am using version 1.7.10-pe1.4.5 and i think there is a bug. when right clicking with the red/dark mater pick nothing happens. but when i get close to an ore and right-click the ore it takes it but it doesn't go into my inventory. i have submitted this to the irc also.
Come check out my pack and tell me what you think.
The blocks must have a EMC value for the Mercurial Eye to use it.
Speaking of the Eye, it could really use some alternate modes. Vertical walls are nice, I guess, but sometimes I want to fill in some holes, or otherwise tweak the landscape to my designs.
On a different note, graphical glitch, when you're holding the Philosopher's Stone and looking at any leaves (as if you would transmute them), your hunger/health/armor all turn green.
So I remember in EE2 the tablet used to have an issue with a max EMC charge before triggering negative values. Has that been fixed/changed in ProjectE?
ProjectE is a complete rewrite, we do not use EE2 code. A issue like this does not exist, the amount of EMC you can store in the tablet will eventually cap out, however you will simply be unable to store any more, it will not cause negative EMC.
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
ok im confused about this. when i remove the emc from sugar cane the tome of knowledge losses its emc value too. can anyone tell me why this happens?
Come check out my pack and tell me what you think.