The Meaning of Life, the Universe, and Everything.
Join Date:
3/14/2013
Posts:
49
Member Details
Found a duping bug/glitch. Putting items in the "preferences" grid in the Unifier causes them to glitch out and cant remove them. Breaking the machine causes those items to drop (even though they shouldn't even be real items, it is a filter im guessing?)
BTW, PC- I disappeared because of crunch time. I had to start getting out scads of artwork for another game, and have seldom even had more than a few minutes to rub together.
Found a duping bug/glitch. Putting items in the "preferences" grid in the Unifier causes them to glitch out and cant remove them. Breaking the machine causes those items to drop (even though they shouldn't even be real items, it is a filter im guessing?)
Click on the slot with an empty hand to remove it. The dropping thing was just fixed in 2.6.2, update.
A soon as I saw the liquid meet, meet ingots na dblocks I just had to start building my rupture farms themed meat processing factory. Any one else envision this?
Some of them aren't marked as child mods correctly. I'll try to correct this for 2.6.2.
Ok, i'm testing 2.6.2 and there's still one child mod separate from the list: "MFR Compat: Forestry (2)".
Just a little bug report
(not that it matters, my friends still don't want to play with 97 mods xD)
An story and an idea:
My friend and I were playing with this mod as well as a bunch of other ones, including Mutant Creatures. He captured a Mutant Zombie in a safari net and set up an auto-spawner creating more mutants, then gathered them up in one-time use safari balls and launched five mutant zombies into my base. It was hilarious (if demoralizing), but also brought up an interesting question.
Would there be any way to make the energy or mob essence cost for the auto spawner vary based on, say, heath of the mob being spawned? When the zombies had been subdued, we both agreed that it was weird that it cost the same amount of resources to spawn a sheep as a 300 hp mutant.
Also, glorious mod all around. Finally I can surround my base with a moat of liquid meat like I always dreamed.
There is a bug in buildcraft producer in your power converters mod. It uses 2UE from any IC2 producer when now buildcraft pipes are plugged in. http://i.imgur.com/p1TpXzF.png
Ok, i'm testing 2.6.2 and there's still one child mod separate from the list: "MFR Compat: Forestry (2)".
Just a little bug report
(not that it matters, my friends still don't want to play with 97 mods xD)
Man I thought I got that one. Also your friends are silly.
An story and an idea:
My friend and I were playing with this mod as well as a bunch of other ones, including Mutant Creatures. He captured a Mutant Zombie in a safari net and set up an auto-spawner creating more mutants, then gathered them up in one-time use safari balls and launched five mutant zombies into my base. It was hilarious (if demoralizing), but also brought up an interesting question.
Would there be any way to make the energy or mob essence cost for the auto spawner vary based on, say, heath of the mob being spawned? When the zombies had been subdued, we both agreed that it was weird that it cost the same amount of resources to spawn a sheep as a 300 hp mutant.
Also, glorious mod all around. Finally I can surround my base with a moat of liquid meat like I always dreamed.
I've heard several suggestions for dynamic cost. I don't yet like any if them, but it is something I am keeping in mind.
I still disagree about the prohibitive costs of the oil and lava fabs...after all, you have to make and power the thing, and that is NOT a small job... after you go to all the trouble to build an extremely expensive power creation system, there should at least be SOME reward. (The costs should be about the same as 'native oil' produces, and for the lava fab about half the cost). Admittedly, it makes power production easier in the long run, but there are still plenty of rewards for pumping 'real' oil out of the ground. (It would still be a lot cheaper to pump the real thing than to fabricate it)
The costs and effort of assembling a multi-loopback fuel production system are, in the end, considerably higher than those of a simple nuke plant even at a fraction of the oil power cost. admittedly, with less chance of explosions (although USING the fuel... and all those combustion engines, and all the extra cooling needed... and all the piping... in the end it's every bit as complicated keeping a nuke plant stable, it just has more 'front end' complications and pipe routing problems to make a stable setup and less 'back end' fiddling)
Have you ever been able to figure out the compatibility problem between MFR rubber trees and treecapitator?
Oh, and I am three-quarters convinced that you made the entire mod just to have the words 'raw rubber' taken seriously in a mod
Edit- I figured out the treecapitator thing. Apparently the author is convinced that you are still using the same config file structure as you were back in 1.3.2. Putting the ref # in directly works.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/12/2011
Posts:
463
Minecraft:
dorky106
Member Details
Hey PowerCrystals, just a real quick question.
So I'm using 1.5.2 and saw the fruit picker, and with Natura I was like sweet can just auto farm the berries/Ores.
So my question is are you gonna be adding Natura support to MFR?
So that the fruit picker will pick the bushs
I still disagree about the prohibitive costs of the oil and lava fabs...after all, you have to make and power the thing, and that is NOT a small job... after you go to all the trouble to build an extremely expensive power creation system, there should at least be SOME reward. (The costs should be about the same as 'native oil' produces, and for the lava fab about half the cost). Admittedly, it makes power production easier in the long run, but there are still plenty of rewards for pumping 'real' oil out of the ground. (It would still be a lot cheaper to pump the real thing than to fabricate it)
The costs and effort of assembling a multi-loopback fuel production system are, in the end, considerably higher than those of a simple nuke plant even at a fraction of the oil power cost. admittedly, with less chance of explosions (although USING the fuel... and all those combustion engines, and all the extra cooling needed... and all the piping... in the end it's every bit as complicated keeping a nuke plant stable, it just has more 'front end' complications and pipe routing problems to make a stable setup and less 'back end' fiddling)
Oh, and I am three-quarters convinced that you made the entire mod just to have the words 'raw rubber' taken seriously in a mod
The power costs are all adjustable, so if you don't like the defaults, just go change them. But I try to make it an even exchange by default.
Hey PowerCrystals, just a real quick question.
So I'm using 1.5.2 and saw the fruit picker, and with Natura I was like sweet can just auto farm the berries/Ores.
So my question is are you gonna be adding Natura support to MFR?
So that the fruit picker will pick the bushs
mDiyo is doing that on his end. Talk to him for more details.
mDiyo is doing that on his end. Talk to him for more details.
Nevermind its not the fruit picker which would make sense that does it its the harvester though its possible to pick the ore berries too which I find amusing a bit OP but with GT I think its pretty fair.
Just a quick suggestion: I'm having a lot of fun figuring out the PRC. However, they are quite expensive, and complicated, and sometimes you just want a quick timer or whatever. So, any chance of some sort of "junior" or ghetto version, that might only have basic/common logic, and only 1 page?
Just a quick suggestion: I'm having a lot of fun figuring out the PRC. However, they are quite expensive, and complicated, and sometimes you just want a quick timer or whatever. So, any chance of some sort of "junior" or ghetto version, that might only have basic/common logic, and only 1 page?
I'd be more likely to add a cheap option like the DSU has - which part is the expensive part for you?
Yeah during the 1.5 change I redid all the config stuff. I'll probably do it again for 1.6 because it's now becoming a mess again and I need to set this stuff straight.
Found a minor bug with enchantments: https://www.dropbox....R_Naturabug.jpg
Used auto enchanter on a darkwood bow from natura. Got 2 Power IVs on the same bow
MFR is 2.6.1-897
and
Natura version is 2.1.rc1
Not sure on who's side the bug lies.
My side, I keep forgetting to fix that bug. Filing and issue so I remember.
hello, salmonella. here i come!
There are other games???
Click on the slot with an empty hand to remove it. The dropping thing was just fixed in 2.6.2, update.
INFORMATION WANTS TO BE WRONG
The items are still getting stuck in the grid, but breaking the machine no longer drops those items. So it is fixed enough for me.
1) Signatures, 2) Irony, 3) Lists
Ok, i'm testing 2.6.2 and there's still one child mod separate from the list: "MFR Compat: Forestry (2)".
Just a little bug report
(not that it matters, my friends still don't want to play with 97 mods xD)
Awesome mod!
My friend and I were playing with this mod as well as a bunch of other ones, including Mutant Creatures. He captured a Mutant Zombie in a safari net and set up an auto-spawner creating more mutants, then gathered them up in one-time use safari balls and launched five mutant zombies into my base. It was hilarious (if demoralizing), but also brought up an interesting question.
Would there be any way to make the energy or mob essence cost for the auto spawner vary based on, say, heath of the mob being spawned? When the zombies had been subdued, we both agreed that it was weird that it cost the same amount of resources to spawn a sheep as a 300 hp mutant.
Also, glorious mod all around. Finally I can surround my base with a moat of liquid meat like I always dreamed.
Known.
Hardcoded single-color rectangles. Making them a texture instead shouldn't be too hard - open an issue on the github for it.
Man I thought I got that one. Also your friends are silly.
I've heard several suggestions for dynamic cost. I don't yet like any if them, but it is something I am keeping in mind.
INFORMATION WANTS TO BE WRONG
The costs and effort of assembling a multi-loopback fuel production system are, in the end, considerably higher than those of a simple nuke plant even at a fraction of the oil power cost. admittedly, with less chance of explosions (although USING the fuel... and all those combustion engines, and all the extra cooling needed... and all the piping... in the end it's every bit as complicated keeping a nuke plant stable, it just has more 'front end' complications and pipe routing problems to make a stable setup and less 'back end' fiddling)
Have you ever been able to figure out the compatibility problem between MFR rubber trees and treecapitator?
Oh, and I am three-quarters convinced that you made the entire mod just to have the words 'raw rubber' taken seriously in a mod
Edit- I figured out the treecapitator thing. Apparently the author is convinced that you are still using the same config file structure as you were back in 1.3.2. Putting the ref # in directly works.
Done. Looking forward to if or when you get this included. Thanks for the reply!
So I'm using 1.5.2 and saw the fruit picker, and with Natura I was like sweet can just auto farm the berries/Ores.
So my question is are you gonna be adding Natura support to MFR?
So that the fruit picker will pick the bushs
The power costs are all adjustable, so if you don't like the defaults, just go change them. But I try to make it an even exchange by default.
Also "raw rubber" and not "meat ingot"?
mDiyo is doing that on his end. Talk to him for more details.
INFORMATION WANTS TO BE WRONG
Nevermind its not the fruit picker which would make sense that does it its the harvester though its possible to pick the ore berries too which I find amusing a bit OP but with GT I think its pretty fair.
Err...how? Apparently not mfreloaded.cfg
edit- durr. common.cfg. right.
https://www.dropbox.com/s/usezrwdxujfwccf/MFR_Naturabug.jpg
Used auto enchanter on a darkwood bow from natura. Got 2 Power IVs on the same bow
MFR is 2.6.1-897
and
Natura version is 2.1.rc1
Not sure on who's side the bug lies.
I'd be more likely to add a cheap option like the DSU has - which part is the expensive part for you?
Yeah during the 1.5 change I redid all the config stuff. I'll probably do it again for 1.6 because it's now becoming a mess again and I need to set this stuff straight.
My side, I keep forgetting to fix that bug. Filing and issue so I remember.
INFORMATION WANTS TO BE WRONG