Loving how you're fleshing out this mod. I have run into a couple of issues lately though.
First issue is when trying to rename receptors and transmitters in the anvil.. the result is the item with meta 1 lower than it began..For Example if you put a receptor in, the result is a transmitter..or if you put a transmitter in, you end up with a creative upgrade.
Second issue is the receptors disappear randomly from the nodes.
The final issue I found has to do with transfer pipes. I placed a microblock slab next to one of the pipes and crashed the server. I fixed the server by moving the pipes id and then moving it back, but it's not something I'd expect you to want people having to do all the time. Granted, this could be caused by outdated multipart due to project red. I've posted on their thread as well in hope for some sort of solution.
These occur .33 and is still happen in .34. MC 1.6.2.
java.lang.NoClassDefFoundError: net/minecraft/world/CallableLvl1
at net.minecraft.world.World.func_72821_m(World.java:862)
at net.minecraft.world.World.func_72898_h(World.java:787)
at net.minecraft.world.World.func_72851_f(World.java:741)
at net.minecraft.world.World.func_72921_c(World.java:664)
at extrautils.block.BlockTimer.func_71847_b(BlockTimer.java:114)
at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:619)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:199)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Update your Forge Multipart version. Extrautils 0.3.4 is compatible with Multipart 1.0.0.191 and later.
Make sure you don't have another mod downgrading it (like Project Red)
Huh, was on ForgeMultipart-universal-1.6.4-1.0.0.193 in the test instance with just the two mods not sure on downgrading but no project red and all the moroblocks reappear without extrutilities 0.33 and do I need to go back to unsupported version that wasn't causing the issue, and look to see if it was the drums code as that seems to be the pont it ocured ?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The second is to set the block/item id to 0. Extra Utilities will not register the block/item or any blocks/items that depend on it. Now unlike the first method, you cannot play on a server or with players, that have different config file settings. This is only recommended if you're putting together a mod pack. Also please note this is a feature I put into Extra Utilities and will NOT work with other mods.
While putting together a modpack for a private community server I disabled two items using the method you mentioned above: transfer nodes and colored planks. I did this as in your prerelease 0.3 version we were having stability issues when those items were placed and viewed. Now since in 0.3.4 all of the issues are fixed, I reenabled the items in the config but I am having problems with the server allowing us to craft those items. The item shows up in the crafting table but I am unable to craft it. This is usually due to a server/client config mismatch but the configs on the client and server are identical.
So when making a normal portal to the deep dark -- and NEI says that it's 4 ingots, 4 3x compressed, and 1 4x compressed (about 10K total) -- I wind up in a small room, well lit, under the "Ground".
I could, from here, just mine. There is no reason to head up to the dangerous "surface". I can mine, deal with normal caving (I haven't seen any ravines), and have what is effectively a dense ores / ore rich world, with no penalty.
So I have some suggestions.
First: Move the ores up to the ground at the surface. (Hey, hello Lightwave!). Make sure that if I am going to mine the ores, I'm exposing myself to the monsters.
Second: Make the cave systems wider. If the cave width is raised up to 15-20 blocks wide, then suddenly it becomes very, VERY hard to torch them -- and monsters are attacking in the caves.
Third, as Lightwave just mentioned, have something spawn that wants to eat light sources. Sure, if you can torch everything, you're fine -- but at the edges of your torching, these things are spawning. Make them explicitly try to move past you to get the torches behind you.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
And if you're going to have them attack light sources, make sure they're aware of EVERYTHING that produces light- Jack o Lanterns, Lux Capacitors, and anything else relatively cheap that produces light might wanna be attacked.
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
Lets not forget, the portal block itself gives off light ...
Bug report: I placed a portal block against the roof of a tunnel. I went through, was in an arrival room quite nicely.
I went home, and wound up inside the stone above the portal block.
I was in creative at the time.
First approximation for these "Heralds of Grue" (got a better name?): Look around for a block of light; find the largest block within range, and head towards it. As you get closer, you should find a local spot of higher light level. Once you find a spot where the light level is a local max, attempt to break it.
A torch will break instantly. Other blocks, such as jack-o-lanterns, take time to break. Once you break it, that block is dropped as an item, and you look for and break the next one.
Failure point: Floodlights where a given block is a light level 15 air block that spreads a light level 15 air block to the next block. I don't know what to do with those.
Can this mob break the portal? Sure. It gives off light. Breaking speed is the same as by hand (so make it hard to break by hand), and it drops as an item (so you can recover and replace it if you need to).
And if you really have lost your portal home?
You've got cobble, fuel, diamond, lava, and water. Make a nether portal.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
And if you're going to have them attack light sources, make sure they're aware of EVERYTHING that produces light- Jack o Lanterns, Lux Capacitors, and anything else relatively cheap that produces light might wanna be attacked.
tema, today I've gone to the deep dark for the first time, but I've noticed something... in the deep dark the vanilla ores are doubled, but finding emeralds that are in Extreme Hills biomes in the deep dark is like... well, you've to be really lucky to find those biomes. so would it be possible to allow emerald ores to spawn everywhere in the deep dark without depending on the Extreme Hills biomes?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
My comment was in response to Korsovan suggesting angels mod, which has no permissions to be used in a modpack and thus kinda silly to use as a replacement for a proper light source eating monster in this mod.
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
What do Filing Cabinets do? I built one, expecting it to hold the inventory of three chests or more, since three chests are needed in the craftin recipe, but while it appears to have a large amount of space - and even a slide bar - I can only place a single item in it, and cannot interact with the slidebar at all.
What do Filing Cabinets do? I built one, expecting it to hold the inventory of three chests or more, since three chests are needed in the craftin recipe, but while it appears to have a large amount of space - and even a slide bar - I can only place a single item in it, and cannot interact with the slidebar at all.
it holds a large amount of items with the same ID, that means you can place different kinds of enchanted books into the filing cabinet as they all share the same ID. not that doesn't seem much, but if you break the cabinet, it retains it's inventory, that's the biggest plus for me as I can break it and just take it with me.
right now I'm using it for Mana Beans and Phials of Essentia from Thaumcraft4
So, I'm curious about this line from the changelog: This seems to imply it's possible to make a cobblestone generator out of these things... but what constitutes a "suitable" arrangement?
First issue is when trying to rename receptors and transmitters in the anvil.. the result is the item with meta 1 lower than it began..For Example if you put a receptor in, the result is a transmitter..or if you put a transmitter in, you end up with a creative upgrade.
Second issue is the receptors disappear randomly from the nodes.
The final issue I found has to do with transfer pipes. I placed a microblock slab next to one of the pipes and crashed the server. I fixed the server by moving the pipes id and then moving it back, but it's not something I'd expect you to want people having to do all the time. Granted, this could be caused by outdated multipart due to project red. I've posted on their thread as well in hope for some sort of solution.
These occur .33 and is still happen in .34. MC 1.6.2.
Huh, was on ForgeMultipart-universal-1.6.4-1.0.0.193 in the test instance with just the two mods not sure on downgrading but no project red and all the moroblocks reappear without extrutilities 0.33 and do I need to go back to unsupported version that wasn't causing the issue, and look to see if it was the drums code as that seems to be the pont it ocured ?
I ran into the much the same issue with a new mystcraft age last night.
I don't know what's going on, but it seems that a different mod is misbehaving, and affecting all forms of new chunk generation.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
While putting together a modpack for a private community server I disabled two items using the method you mentioned above: transfer nodes and colored planks. I did this as in your prerelease 0.3 version we were having stability issues when those items were placed and viewed. Now since in 0.3.4 all of the issues are fixed, I reenabled the items in the config but I am having problems with the server allowing us to craft those items. The item shows up in the crafting table but I am unable to craft it. This is usually due to a server/client config mismatch but the configs on the client and server are identical.
Have any suggestions on how to resolve this?
Thanks!
A mob, exclusive to The Deep Dark, that attacks Torches and other Light sources
(maybe avoids players)
I could, from here, just mine. There is no reason to head up to the dangerous "surface". I can mine, deal with normal caving (I haven't seen any ravines), and have what is effectively a dense ores / ore rich world, with no penalty.
So I have some suggestions.
First: Move the ores up to the ground at the surface. (Hey, hello Lightwave!). Make sure that if I am going to mine the ores, I'm exposing myself to the monsters.
Second: Make the cave systems wider. If the cave width is raised up to 15-20 blocks wide, then suddenly it becomes very, VERY hard to torch them -- and monsters are attacking in the caves.
Third, as Lightwave just mentioned, have something spawn that wants to eat light sources. Sure, if you can torch everything, you're fine -- but at the edges of your torching, these things are spawning. Make them explicitly try to move past you to get the torches behind you.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Bug report: I placed a portal block against the roof of a tunnel. I went through, was in an arrival room quite nicely.
I went home, and wound up inside the stone above the portal block.
I was in creative at the time.
First approximation for these "Heralds of Grue" (got a better name?): Look around for a block of light; find the largest block within range, and head towards it. As you get closer, you should find a local spot of higher light level. Once you find a spot where the light level is a local max, attempt to break it.
A torch will break instantly. Other blocks, such as jack-o-lanterns, take time to break. Once you break it, that block is dropped as an item, and you look for and break the next one.
Failure point: Floodlights where a given block is a light level 15 air block that spreads a light level 15 air block to the next block. I don't know what to do with those.
Can this mob break the portal? Sure. It gives off light. Breaking speed is the same as by hand (so make it hard to break by hand), and it drops as an item (so you can recover and replace it if you need to).
And if you really have lost your portal home?
You've got cobble, fuel, diamond, lava, and water. Make a nether portal.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(My base is right in the middle of an extreme hills zone ... :-)
Also: The only place I can spot a difference between biomes in there is the jungle biomes having vines.
===
What is the proper name for that place? "Underdark", "Deep Dark", "Colossal Cave", ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
My comment was in response to Korsovan suggesting angels mod, which has no permissions to be used in a modpack and thus kinda silly to use as a replacement for a proper light source eating monster in this mod.
On the left is multipart microblocks which work correctly and the right is slope and immibis microblocks which is rendering the block white.
This seems to imply it's possible to make a cobblestone generator out of these things... but what constitutes a "suitable" arrangement?
starshiplocomotivecastle and try again.it holds a large amount of items with the same ID, that means you can place different kinds of enchanted books into the filing cabinet as they all share the same ID. not that doesn't seem much, but if you break the cabinet, it retains it's inventory, that's the biggest plus for me as I can break it and just take it with me.
right now I'm using it for Mana Beans and Phials of Essentia from Thaumcraft4
https://imgur.com/a/2xbMF this link details all the arrangements.
Wasn't able to get this to work earlier, can anyone confirm that this is working?