Yeah i figured. I didn't think of the vanilla hopper actually. But if the hopper fills up the BC pipes work properly it should "bounce" out and go back down the pipe line into my sorter. Alright, will give it a shot. Beats my current "tweaked" setup of diamond pipe spitting out onto a conveyor belt into a collector lol.
But a vanilla hopper can attach to a side inventory?
Yup, it attaches to the top or side you place it on.
Love the mod for Tekkit, i recently installed Mo'Creatures but i noticed they don't get affected by the mob grinder unlike the vanilla creatures, they spawn in the auto-spawner and i had a look at trying to add them to the list through the API like you had in your downloads but I don't really know anything about programming I'm afraid, is there a way to add them to the mob grinder list that a noob like me can understand?\
Love the mod for Tekkit, i recently installed Mo'Creatures but i noticed they don't get affected by the mob grinder unlike the vanilla creatures, they spawn in the auto-spawner and i had a look at trying to add them to the list through the API like you had in your downloads but I don't really know anything about programming I'm afraid, is there a way to add them to the mob grinder list that a noob like me can understand?\
"The Grinder must be manually programmed by me for any modded mob. If your favorite mod lacks support, tell me."
We are going to be upgradung the grinder in 2.7 to make this not a requirement anymore so keep your eye out for that.
Incidentally, I just noticed that your description of the pink slime balls at the end of the animal farming section still says they have 'no use yet'. As that's obviously no longer true, you might want to correct it.
Love the mod for Tekkit, i recently installed Mo'Creatures but i noticed they don't get affected by the mob grinder unlike the vanilla creatures, they spawn in the auto-spawner and i had a look at trying to add them to the list through the API like you had in your downloads but I don't really know anything about programming I'm afraid, is there a way to add them to the mob grinder list that a noob like me can understand?\
Thanks for your time
Drake Montana.
We're looking at a more general solution for this for 2.7.
Hey PC I am having a bit of a GUI issue. I built a unifier because I got sick of turning all my ores into blocks and back again (also it's fricking awesome!). The problem I am having is that when I put an ore into the preferences area, it looks like it is in the slot but when I click to remove it it's not actually there.
I think this is coming from where the ores are being placed. It appears that slot 1 (numbering from top left) works, slot 2 is slot 4, slot 3 is slot 7, slot 4 is slot 2, slot 5 works, slot 6 is slot 8, slot 7 is slot 3, slot 8 is slot 6, slot 9 works.
It's not a major issue as the machine still works but it's just a little confusing until you work it out. Is this actually broken or is there something I am missing?
Edit: Why do I get water bottles back from clicking on milk placed in the world?
1.4.7 is literally over 3 months old now. I have not supported it in nearly as long. I understand some of you want to keep your old worlds, but I need to move on.
The creators of FTB are still waiting for modders to update their mods...name RP2's creator. Will have to wait then for an update.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Hey PC I am having a bit of a GUI issue. I built a unifier because I got sick of turning all my ores into blocks and back again (also it's fricking awesome!). The problem I am having is that when I put an ore into the preferences area, it looks like it is in the slot but when I click to remove it it's not actually there.
I think this is coming from where the ores are being placed. It appears that slot 1 (numbering from top left) works, slot 2 is slot 4, slot 3 is slot 7, slot 4 is slot 2, slot 5 works, slot 6 is slot 8, slot 7 is slot 3, slot 8 is slot 6, slot 9 works.
It's not a major issue as the machine still works but it's just a little confusing until you work it out. Is this actually broken or is there something I am missing?
e: somehow I just noticed I accidentally lost the reply to this somehow, so here you go:
This is odd. You do realize those are 'ghost' slots and you should not be able to pull stuff out, right?
e: somehow I just noticed I accidentally lost the reply to this somehow, so here you go:
This is odd. You do realize those are 'ghost' slots and you should not be able to pull stuff out, right?
I should of worded that better. I know it's a ghost slot but the problem is the image isn't being imprinted onto the slot you put it on. Some of the slots choose a different slot to put this image on. If you go to click to remove the image it won't be removed. You have to find the one that the invisible image is on and click that to remove the visible image.
I'm not sure that will explain it either. Either way, it's not a big issue just wanting to let you know. It's probably my fault anyway if nobody else has reported it.
I should of worded that better. I know it's a ghost slot but the problem is the image isn't being imprinted onto the slot you put it on. Some of the slots choose a different slot to put this image on. If you go to click to remove the image it won't be removed. You have to find the one that the invisible image is on and click that to remove the visible image.
I'm not sure that will explain it either. Either way, it's not a big issue just wanting to let you know. It's probably my fault anyway if nobody else has reported it.
You're not the only one who's encountered that, actually. There seems to be a disconnect between where you click in the Unifier and where things get displayed; I have it happen as well.
I withdraw my earlier objection about oil fab and lava fab costs.
The Bioreactor is sick. in a good way. I didn't realize that liquid boilers could eat biofuel directly. The Biofuel generators (much as I hate to admit it) Might be a little OP, considering how much power they can potentially put out, with no funky requirements like a continuous water supply or redstone pulsing or explosions.
I should of worded that better. I know it's a ghost slot but the problem is the image isn't being imprinted onto the slot you put it on. Some of the slots choose a different slot to put this image on. If you go to click to remove the image it won't be removed. You have to find the one that the invisible image is on and click that to remove the visible image.
I'm not sure that will explain it either. Either way, it's not a big issue just wanting to let you know. It's probably my fault anyway if nobody else has reported it.
Hi Powercrystals, there seems to be a problem having the "Magical Crops" mod and MFR installed at the same time. Ive spoken to Mark the dev of MC and he doesnt think its anything he can fix so asked i speak to you.
The error on server startup is:
"Something went wrong in MFR compat: Magical Crops. Probably Emy's fault."
since you're not planning implementing full support for crafting, is it (or will be) possible to disable some recipes (or ban of using some items) in auto-crafter block? I implemented support for our plants and other things, but currently it's not really a good idea to use both mods because of the crafting exploits .
And a second question: is it possible for planter to not break a block (same way as harvester doesn't have to)?
EDIT: fixed mistake - planter <-> harvester
Crafting exploits? Huh?
And.. when does the planter break blocks? It shouldn't be doing that at all to start with.
Hi I need help with my Programmable rednet controller. I am making a rock paper scissors game and the out puts doesn't work. They are and gates with 2 inputs and then both inputs are put in nothing comes out. It's not the direction that's wrong. because when I change color it works.
But the big problem is when i change the other 8 gates it stop working again. Can't you have 2 or 3 and gates with the same output color?'
If there are two circuits outputting to the same I/O pin, the last one in the list wins.
I withdraw my earlier objection about oil fab and lava fab costs.
The Bioreactor is sick. in a good way. I didn't realize that liquid boilers could eat biofuel directly. The Biofuel generators (much as I hate to admit it) Might be a little OP, considering how much power they can potentially put out, with no funky requirements like a continuous water supply or redstone pulsing or explosions.
I refuse to consider "not a pain in the butt to use" a balance consideration.
I seem to be having this weird graphical glitch with rednet blocks/wires. The color seems to have a 1 pixel gap. I have not got optifine installed. Installing optifine gives the same result
I've noticed that too (no optifine). I have no idea what's going on there.
I have a custom enchant recipe: some materials + our sword + enchanted golden sword. It takes enchantment from a golden sword and a result item is our sword with enchantment. But if a player uses your crafting thingy then he can enter a recipy with a golden sword with some expensive enchantment, but the crafting block accept any golden sword - even one with no enchantment and outputs our sword with expensive enchantement. (I assume it caches recipe and treats every recipe as vanilla/ore shaped/shapeless one.) So the solution is either support fully crafting (which is not planned as you stated) or somehow disable these recipes. Maybe ignoring all custom recipes?
Well the actual error is that it's not NBT sensitive. I'll get that onto the todo.
My bad, I meant place blocks (I did correct the harvester<->planter, but forget to fix this).
The only things it places are the items you give it to plant, unless I am mistaken. If you don't want it to plant crops, don't give it the crops to plant.
This afternoon we committed a set of changes to make them F/B/L/R instead of N/S/E/W which should hopefully make them less confusing. (See above for the cheaper version thing)
That sounds great. I bet that change will help a lot.
You answered my other question on the ftb forums, but I have one more. So natura now supports MFR by default which allows their saplings to be automated.(Darkwood, ghostwood, etc)
There is a minor hitch however, one plant grows.. upside down. And planters cant be flipped. Would this be possible to put in later? Or some sort of work around? Bloodwood only grows on the ceilings, or if it does grow upward it doesn't work automatically because the harvester will just break the saplings. Minor thing, just questioning if any support could be done. Thanks for always being around to answer questions.
I have a TE which behaves similarly to IC2 crops (block stands on a place all the time, just inner state of TE changes when growing, harvesting, planting). So from planter I need to be alerted that it wants to plant (so my plant handler can do the planting - similar to harvester with public boolean breakBlock(){return false;}) and not place a block.
My English isn't stunning, but hopefully I wrote it better this time .
Ah! Yeah, right now that can't be done, but you could fake it by just setting it back in postPlant() if it doesn't destroy TE data that you need.
I will look into adding a cancel method like that for 2.7.
You answered my other question on the ftb forums, but I have one more. So natura now supports MFR by default which allows their saplings to be automated.(Darkwood, ghostwood, etc)
There is a minor hitch however, one plant grows.. upside down. And planters cant be flipped. Would this be possible to put in later? Or some sort of work around? Bloodwood only grows on the ceilings, or if it does grow upward it doesn't work automatically because the harvester will just break the saplings. Minor thing, just questioning if any support could be done. Thanks for always being around to answer questions.
MFR supports inverted trees in the API; it just plants under the planter instead of above. You'll have to talk to mDiyo to get support for it in.
Love the mod for Tekkit, i recently installed Mo'Creatures but i noticed they don't get affected by the mob grinder unlike the vanilla creatures, they spawn in the auto-spawner and i had a look at trying to add them to the list through the API like you had in your downloads but I don't really know anything about programming I'm afraid, is there a way to add them to the mob grinder list that a noob like me can understand?\
Thanks for your time
Drake Montana.
Whoops.
We're looking at a more general solution for this for 2.7.
INFORMATION WANTS TO BE WRONG
I think this is coming from where the ores are being placed. It appears that slot 1 (numbering from top left) works, slot 2 is slot 4, slot 3 is slot 7, slot 4 is slot 2, slot 5 works, slot 6 is slot 8, slot 7 is slot 3, slot 8 is slot 6, slot 9 works.
It's not a major issue as the machine still works but it's just a little confusing until you work it out. Is this actually broken or is there something I am missing?
Edit: Why do I get water bottles back from clicking on milk placed in the world?
The creators of FTB are still waiting for modders to update their mods...name RP2's creator. Will have to wait then for an update.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
That's their problem, not Power Crystal's. Can't expect him to do a bunch of extra work just to compensate for the lack of work of other people.
e: somehow I just noticed I accidentally lost the reply to this somehow, so here you go:
This is odd. You do realize those are 'ghost' slots and you should not be able to pull stuff out, right?
I need a better way of spawning pink slimes. Then drinking them will be within your grasp.
INFORMATION WANTS TO BE WRONG
I was powering with a rednet controller providing the rednote block with a constant value.
@ person requesting floodlight block
http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/GregsLighting/#mozTocId552632
Gregs Lighting
I should of worded that better. I know it's a ghost slot but the problem is the image isn't being imprinted onto the slot you put it on. Some of the slots choose a different slot to put this image on. If you go to click to remove the image it won't be removed. You have to find the one that the invisible image is on and click that to remove the visible image.
I'm not sure that will explain it either. Either way, it's not a big issue just wanting to let you know. It's probably my fault anyway if nobody else has reported it.
You're not the only one who's encountered that, actually. There seems to be a disconnect between where you click in the Unifier and where things get displayed; I have it happen as well.
The Bioreactor is sick. in a good way. I didn't realize that liquid boilers could eat biofuel directly. The Biofuel generators (much as I hate to admit it) Might be a little OP, considering how much power they can potentially put out, with no funky requirements like a continuous water supply or redstone pulsing or explosions.
Huh, I wonder how I got that wrong.
What version of magical crops/MFR?
Crafting exploits? Huh?
And.. when does the planter break blocks? It shouldn't be doing that at all to start with.
If there are two circuits outputting to the same I/O pin, the last one in the list wins.
I refuse to consider "not a pain in the butt to use" a balance consideration.
I've noticed that too (no optifine). I have no idea what's going on there.
INFORMATION WANTS TO BE WRONG
Well the actual error is that it's not NBT sensitive. I'll get that onto the todo.
So wait, what are you trying to do with it exactly?
INFORMATION WANTS TO BE WRONG
The only things it places are the items you give it to plant, unless I am mistaken. If you don't want it to plant crops, don't give it the crops to plant.
That sounds great. I bet that change will help a lot.
There is a minor hitch however, one plant grows.. upside down. And planters cant be flipped. Would this be possible to put in later? Or some sort of work around? Bloodwood only grows on the ceilings, or if it does grow upward it doesn't work automatically because the harvester will just break the saplings. Minor thing, just questioning if any support could be done. Thanks for always being around to answer questions.
Ah! Yeah, right now that can't be done, but you could fake it by just setting it back in postPlant() if it doesn't destroy TE data that you need.
I will look into adding a cancel method like that for 2.7.
MFR supports inverted trees in the API; it just plants under the planter instead of above. You'll have to talk to mDiyo to get support for it in.
INFORMATION WANTS TO BE WRONG