Hey KingLemming! I see you have made it possible to "mossify" cobblestone and stone bricks with the liquid transposer. Very nice - moss stone and mossy stone bricks can be quite nice for decoration, not to mention that they are some of the very few sources of the mutatio aspect in Thaumcraft. Pretty cheap way to get these blocks too, given that you're going to need a liquid transposer and power systems for the rest of the mod anyway. Sure, there are other ways to "mossify" stuff, like Forestry's moistener and RedPower 2's moss-spreading mechanic, both of which you could automate in one way or another. Still, as usual, your way is the fastest, most compact, and easiest to automate, and yet it's not O-P given the initial work required to set up the other necessary infrastructure. Only Equivalent Exchange 3 has you beat in terms of speed, and only with the bricks.
However, EE3 and RP2 have one similar feature that Thermal Expansion does not - you can get cracked stone bricks with both. In RP2, cracked stone bricks are made by placing regular bricks between lava and water. This brings me to an interesting idea. Remember when you said you might have to make a resonant ender/destabilized redstone combo EMP device? Well, what better way to combine liquids than with some sort of blender? Whatever you decided to call it, this new machine could take be similar to a liquid transposer, but with three internal tanks - two for input, one for output. Think about it - you've already made the TE liquids placeable in the world and given each of them a unique effect, but why stop there? The EMP device is only one of the possibilities of blending liquids to produce new things and/or combine their effects.
Now I know what you're thinking - what does this have to do with cracking stone brick? Well, that's just it: the blender block could also have a slot for stone bricks, which, when cooled by water on one side and heated by lava on the other, would crack. How novel, and how fitting for a mod named Thermal Expansion, don't you think? You know, come to think of it, why not make the blender a tier-2 version of the liquid transposer? In that case, I haven't forgotten to provide logical ideas for its recipe and interface. The blender could be made by using liquid transposers instead of glass in the liquid transposer recipe itself. The interface could have three tanks and two inventory slots. The configuration could have several options:
Blend - combine liquids from both input tanks and place resulting liquid in output tank, which will then output as configured. This mode would also automatically set the third tank to fill mode. Another possible combination I thought of was lava and water for steam, since you can't use straight lava in a Railcraft steam boiler. Of course, CJ says that is intentional, and I don't know how you would balance it. Also, you'd probably have to give TE's steam engine a steam tank too. Then there's the argument of just using magmatic engines if you want to use lava, but they're kind of expensive, and some people really like steam power. Whatever the case, I thought I'd at least throw the idea out there.
Transpose - act as three standard liquid transposers in one. The fill/extract option could work just like a normal liquid transposer, and another button would toggle which of the three tanks to use. This mode could also have two sub-modes to "mossify" or crack stone brick. They would be available in the config tab so the user doesn't make one wrong brick, but also easily toggled by turning the lava on and off. Of course, upon running out of bricks and/or switching to something else, the setting would be remembered.
I also had another idea for liquids to blend - colored glass! You could use the magma crucible to melt down sand, glass, or hardened glass into molten (hardened) glass and dye into liquid dye. Then the molten colored (hardened) glass would automatically cool and be placed in the output inventory slot. Actually, this could work for any block that could be colored, such as wool, rockwool, and XyCraft structures. Just place them in the input slot while the machine is in transpose mode and there's some dye left in it. Maybe we could even have redstone, glowstone, and ender (hardened) glass with various special effects...
I could draw out some of this stuff if you'd like. I do realize it's pretty complex for plain words. Also, these are just ideas. I'm sure the steam concept would need to be given the green light by CovertJaguar first, and I know that even if you like the overall concept, you'll probably not do everything exactly as I've described. In fact, I wouldn't be surprised if you come up with completely different yet even better ideas, as that seems to be what you usually do.
P.S.: Almost forgot to give credit where credit is due for the term "mossify." It just so happens that in sifting through the RedPower 2 mod files trying to find unimplemented and/or secret features, I came across the two class files responsible for the cracking and moss-spreading mechanics: "BlockBrickMossifier.class" and "BlockCobbleMossifier.class." Well-named files, Eloraam, very well-named files indeed. Thank you for your continued work, even in the face of what I'm sure are ridiculous difficulties both technical and IRL. You have single-handedly revolutionized many a Minecrafter's experience, and I wish you good luck in improving and expanding RedPower 2 even more. Thanks again!
P.P.S.: Yes, I know she will likely never read that. Therefore, if anyone who does read it just so happens to know how to get that message to her, by all means, pass it along. Thanks!
Already had quite a few similar thoughts. There will be more to do with liquids, and I'm definitely going to look into blends of them, though that may be part of BrewCraft.
As far as Cracked Stone Bricks go...put Stone Bricks in a Pulverizer. It'll take a small amount of MJ and rough 'em up just a little bit.
Hay king please don't release an update for your mod with out first checking to see if the version of forge it needs has bin released to the pubic. This is the current latest release minecraftforge-universal-1.5.1-7.7.1.662 and your mod is asking for 7.7.1.673.
Don't you love how something that you have little or no control over can become all your fault.
Hay king please don't release an update for your mod with out first checking to see if the version of forge it needs has bin released to the pubic. This is the current latest release minecraftforge-universal-1.5.1-7.7.1.662 and your mod is asking for 7.7.1.673.
Don't you love how something that you have little or no control over can become all your fault.
Hay king please don't release an update for your mod with out first checking to see if the version of forge it needs has bin released to the pubic. This is the current latest release minecraftforge-universal-1.5.1-7.7.1.662 and your mod is asking for 7.7.1.673.
Don't you love how something that you have little or no control over can become all your fault.
As I type this, the latest version of forge is 1.5.1-7.7.1.676. Not sure where you're getting your info, but it doesn't seem to update fast enough to keep up with forge.
Hay king please don't release an update for your mod with out first checking to see if the version of forge it needs has bin released to the pubic. This is the current latest release minecraftforge-universal-1.5.1-7.7.1.662 and your mod is asking for 7.7.1.673.
Don't you love how something that you have little or no control over can become all your fault.
Mods routinely require Forge versions higher than the latest "posted" one. Check the file server and always get the latest. Or, use MultiMC and you can pretty clearly see that it has been released and is now probably 6 or 7 versions behind.
Everytime this mod is installed Forge says There is a problem with the mod Forge.Everytime this mod is installed Forge says There is a problem with the mod Forge.
Well, use Forge version 7.7.1.673 or higher, like it is asking you to.
In the Forge forum section main forge download thread it only has 1-7.7.1.662.
It takes a bit of hunting around in un-obvious places to find the list you posted.
Light want to add a link to that list in your downloads section.
oh, that's weird, but nice, xD now i know, it gave me lots of headaches, thanks, and sorry xD the fluids are fun, will destabilized redstone allways emit redstone? or maybe will be a machine that could change that? (it's fine just now, only asking, i have some ideas in all two cases )
Yes, it will always emit redstone, the signal strength is basically proportional to the height of the liquid. There's no way to reverse that without blowing another block ID.
So, I might be an idiot and this is already implemented, but I'm using a large modpack at the moment, and I was wondering if you could make the omniwrench work for the thaumcraft2 arcane tinkering tool, the minefactory reloaded precision sledgehammer, and the redpower2 screwdriver/sonic screwdriver? Thanks!
However, EE3 and RP2 have one similar feature that Thermal Expansion does not - you can get cracked stone bricks with both. In RP2, cracked stone bricks are made by placing regular bricks between lava and water. This brings me to an interesting idea. Remember when you said you might have to make a resonant ender/destabilized redstone combo EMP device? Well, what better way to combine liquids than with some sort of blender? Whatever you decided to call it, this new machine could take be similar to a liquid transposer, but with three internal tanks - two for input, one for output. Think about it - you've already made the TE liquids placeable in the world and given each of them a unique effect, but why stop there? The EMP device is only one of the possibilities of blending liquids to produce new things and/or combine their effects.
Now I know what you're thinking - what does this have to do with cracking stone brick? Well, that's just it: the blender block could also have a slot for stone bricks, which, when cooled by water on one side and heated by lava on the other, would crack. How novel, and how fitting for a mod named Thermal Expansion, don't you think? You know, come to think of it, why not make the blender a tier-2 version of the liquid transposer? In that case, I haven't forgotten to provide logical ideas for its recipe and interface. The blender could be made by using liquid transposers instead of glass in the liquid transposer recipe itself. The interface could have three tanks and two inventory slots. The configuration could have several options:
Blend - combine liquids from both input tanks and place resulting liquid in output tank, which will then output as configured. This mode would also automatically set the third tank to fill mode. Another possible combination I thought of was lava and water for steam, since you can't use straight lava in a Railcraft steam boiler. Of course, CJ says that is intentional, and I don't know how you would balance it. Also, you'd probably have to give TE's steam engine a steam tank too. Then there's the argument of just using magmatic engines if you want to use lava, but they're kind of expensive, and some people really like steam power. Whatever the case, I thought I'd at least throw the idea out there.
Transpose - act as three standard liquid transposers in one. The fill/extract option could work just like a normal liquid transposer, and another button would toggle which of the three tanks to use. This mode could also have two sub-modes to "mossify" or crack stone brick. They would be available in the config tab so the user doesn't make one wrong brick, but also easily toggled by turning the lava on and off. Of course, upon running out of bricks and/or switching to something else, the setting would be remembered.
I also had another idea for liquids to blend - colored glass! You could use the magma crucible to melt down sand, glass, or hardened glass into molten (hardened) glass and dye into liquid dye. Then the molten colored (hardened) glass would automatically cool and be placed in the output inventory slot. Actually, this could work for any block that could be colored, such as wool, rockwool, and XyCraft structures. Just place them in the input slot while the machine is in transpose mode and there's some dye left in it. Maybe we could even have redstone, glowstone, and ender (hardened) glass with various special effects...
I could draw out some of this stuff if you'd like. I do realize it's pretty complex for plain words. Also, these are just ideas. I'm sure the steam concept would need to be given the green light by CovertJaguar first, and I know that even if you like the overall concept, you'll probably not do everything exactly as I've described. In fact, I wouldn't be surprised if you come up with completely different yet even better ideas, as that seems to be what you usually do.
P.S.: Almost forgot to give credit where credit is due for the term "mossify." It just so happens that in sifting through the RedPower 2 mod files trying to find unimplemented and/or secret features, I came across the two class files responsible for the cracking and moss-spreading mechanics: "BlockBrickMossifier.class" and "BlockCobbleMossifier.class." Well-named files, Eloraam, very well-named files indeed. Thank you for your continued work, even in the face of what I'm sure are ridiculous difficulties both technical and IRL. You have single-handedly revolutionized many a Minecrafter's experience, and I wish you good luck in improving and expanding RedPower 2 even more. Thanks again!
P.P.S.: Yes, I know she will likely never read that. Therefore, if anyone who does read it just so happens to know how to get that message to her, by all means, pass it along. Thanks!
Already had quite a few similar thoughts. There will be more to do with liquids, and I'm definitely going to look into blends of them, though that may be part of BrewCraft.
As far as Cracked Stone Bricks go...put Stone Bricks in a Pulverizer. It'll take a small amount of MJ and rough 'em up just a little bit.
On the CoFHCore update to 1.5.1.2.
What was the affect of the 'number swap' on ore generation with 1.5.1.1?
Means update.
Basically you ended up with very large veins, but few of them. Chances are, this was actually quite a bit more ore overall.
Don't you love how something that you have little or no control over can become all your fault.
http://files.minecraftforge.net/
As I type this, the latest version of forge is 1.5.1-7.7.1.676. Not sure where you're getting your info, but it doesn't seem to update fast enough to keep up with forge.
Mods routinely require Forge versions higher than the latest "posted" one. Check the file server and always get the latest. Or, use MultiMC and you can pretty clearly see that it has been released and is now probably 6 or 7 versions behind.
Are you putting CoFH Core in the coremods folder?
Well, use Forge version 7.7.1.673 or higher, like it is asking you to.
In the Forge forum section main forge download thread it only has 1-7.7.1.662.
It takes a bit of hunting around in un-obvious places to find the list you posted.
Light want to add a link to that list in your downloads section.
2013-04-28 19:21:40 [INFO] [STDERR] net.minecraft.util.ReportedException: Rendering Tile Entity
2013-04-28 19:21:40 [INFO] [STDERR] at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:114)
2013-04-28 19:21:40 [INFO] [STDERR] at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:99)
2013-04-28 19:21:40 [INFO] [STDERR] at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:520)
2013-04-28 19:21:40 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1150)
2013-04-28 19:21:40 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:987)
2013-04-28 19:21:40 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:870)
2013-04-28 19:21:40 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:759)
2013-04-28 19:21:40 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-04-28 19:21:40 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-04-28 19:21:40 [INFO] [STDERR] at cofh.render.RenderUtils.setLiquidRenderColor(RenderUtils.java:152)
2013-04-28 19:21:40 [INFO] [STDERR] at thermalexpansion.render.RenderConduit.renderLiquid(RenderConduit.java:133)
2013-04-28 19:21:40 [INFO] [STDERR] at thermalexpansion.render.RenderConduit.func_76894_a(RenderConduit.java:163)
2013-04-28 19:21:40 [INFO] [STDERR] at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:107)
2013-04-28 19:21:40 [INFO] [STDERR] ... 7 more
2013-04-28 19:21:50 [INFO] [Minecraft-Client] Stopping!
Running latest CoFH core and TE, on forge 676.
No need. I know exactly what you mean. Yes, the *source* block floats upward.
Yes, it will always emit redstone, the signal strength is basically proportional to the height of the liquid. There's no way to reverse that without blowing another block ID.