Xeno, I might have found a bug in the lilypad of fertility using forge 556 and Reliquary 1.0.5d. I was trying to use them to increase the yield of my steve's carts tree farm when I noticed that when they cause saplings to grow occasionally the tree will be missing the bottom most log and the sapling will pop out on the ground. Any chance that is fixable?
Also do they only work on things that can be bonemealed? I didn't notice any difference when I used them near a patch of netherwart and it would be great if they also could boost the growth of IC2 crops.
Thank you, Plebbian.
According to Xeno they should work with anything that uses the Forge IPlantable hook.
Edit: As for your magic trees, I can't help you there.
I'm assuming they do, if IC2's crops make use of Forge's "IPlantable" - run some tests, for science! Or next time I see RichardG or Player I can just ask. Whichever comes first. To clarify, the lilypad doesn't just check for vanilla crops. It checks to see if a block is "IPlantable", something every forge crop PROBABLY calls. It just happens that all vanilla crops are "IPlantable" because Forge made them that way. Chances are good IC2 uses that method as well, along with (insert Forge Mod's crop here). There may be some cases where that isn't true, but not utilizing IPlantable interface is a bit silly, so I doubt anyone would miss the opportunity to use the hook.
That being the case, the Lilypad is likely to work on most mod-added crops. Like I said, test it and see. I'm probably right. I've been wrong before.
I'm not going to be back until Saturday. Work work work.
As of the time he posted this the person he was talking to did a code scan.
After a quick code browse, it appears they do not.
That's pretty disappointing. It automatically schedules random tick events for you, among other things. If they're doing all that manually, they could stand to clean their code up a bit. Edit: That isn't meant to sound accusatory. IPlantable is actually a relatively new interface. I wouldn't be surprised if they just haven't gotten around to using it yet. They may not intend to. I have to ask.
It might have changed since then but you are going to want to ask the IC2 guys if they use the hook in the latest versions.
Hmm. We use the standard Direwolf20 mod loadout, the only difference is that we have Advanced Solars, with a modified config to match. What might be causing the error?
And yes, I do hold the waste of tears in my hand when I try to deflect ghast and blaze fireballs in futility.
BTW, I love everything else in this mod. Especially how all the anti-undead stuff makes fighting a Wither a snap.
Ok today being the first day i am able to test it my self I am finding that even with the default dw20 pack this does happen where the Wraith's Eye does not have any of the capabilities of the salamander's eye and the op clearly states "The Wraith's Eye retains the powers of the Salamander's Eye, as well."
It seems Xeno forgot to enable all its powers in the code somewhere or I missed a post that he said he was removing the powers one of the two either way you were right.
Is the Wraith Eye not working as a Salamander's Eye a known issue, or am I doing something wrong?
Are you holding it in your hand while trying to use it. If yes, what mods do you have installed. A problem without a crash/crash report can only be assumed to be an user error.
1. It was extremely OP, even without other mods. If you think it isn't OP, you weren't using it to its full potential.
2. There aren't any spells in the Full Metal Alchemist Brotherhood series.
1. Using EE2 to its full potential was much too easy EternalDensity (I believe he was the inspiration for the GoED) at one point was generating a red matter furnace every 10 seconds.(He, unfortunately, has since been inactive)
2.Not only that, this is not a FMA mod just because it has a Philosopher's stone. Harry Potter had one, if you lived in England, before Xeno made the mod originally(Don't know when the manga/anime was released). FMA did not make up the Philo stone, it was the stuff of legends, said to allow the one who possessed it to turn lead to gold, before we discovered North and South America.
So... Am I right in my thought process that many of these items were originally things you created for yourself to make your life easier during that LP you did that one time?
That's the feeling I got when I saw this though many of the items are no longer there, the gun, the torch placer and the item repairer(although this has changed to just gold), are the few remaining that are easily recognizable there is a transmuting catalytic device but it is more of a turn things into lapiz and redstone here rather than a destroy to cobble and build to diamond as it was in EE and the LP.
The thing I find very interesting though is Xeno's continued unwillingness to collect glowstone manually. First he did it in EE 1 as a glowstone aggregator because redstone wasn't very powerful so everone kept running out no matter how much they dug and glowstone was pretty rare due to it being a pain to collect. For this reason I say that the rareness of glowstone in the nether is the problem. Xeno loves using the stuff in recipes and there's just not enough of the stuff, this causes the need for an automated way to get it and when you give a minecraft player a way to automate something... Well, I just hope he can keep if from snowballing as hard as it did back then.
Something I would like to see though is the bag thing that allowed you to compress inventories with ghast tears.
This a little less about the diamonds added and more about the ore recreation. the way it is set up right now is very easily exploitable by doing this:
1. mine a single piece of diamond
2. enchant an iron pick with fortune
3. reconstruct a diamond ore
4. ????
5. profit of unlimited diamonds
It is just too easy!
While there are many ways you could fix this I thought of instead of reconstructing the ore block itself make another block that has the same properties as the ore block (same texture, blast resistance mining speed) but make it drop it's self instead of the ore. Just an idea I'm not a coder there might be an easier way to block the exploit.
I'm having some trouble with the mod, I cannot craft Low covalence dust, but it is in creative, and it is the only recipe, to my knowledge, not working. Installed mods:ModLoader 1.2.5 mod_ReiMinimap v3.0_06 [1.2.5] mod_ModLoaderMp 1.2.5v1 mod_Parachute 1.2.4 2012-05-13 mod_InvTweaks 1.41b (1.2.4) mod_MinecraftForge 3.1.2.90 mod_EE 1.4.4.0 mod_RedPowerControl 2.0pr5b1 mod_RedPowerCore 2.0pr5b1 mod_RedPowerLighting 2.0pr5b1 mod_RedPowerLogic 2.0pr5b1 mod_RedPowerMachine 2.0pr5b1 mod_RedPowerWiring 2.0pr5b1 mod_RedPowerWorld 2.0pr5b1
This is a really great mod, and the items it adds do seem fairly well-balanced for the most part when you consider what it takes to get them. However, there is one problem with the mod that I don't know how you could solve if you decide you want to. While the transmutation tablet is really neat, unfortunately it does make almost all forms of resource gathering pointless. Even without energy collectors, all you need is some iron or gold to solve any paper/food/wood/dye/etc. needs that you have. Once energy collectors get going, you basically don't have to ever get resources for yourself again. I'm not trying to put down your mod, the idea behind it is great and as I said the items do work very well given what it takes to make them, and even then they aren't too OP from what I've seen. However, the transmutation tablet definitely needs a lot of balancing to be usable without ruining most of the game.
Pahimar is working on a way to try improve balance (If he isn't playing FTB) until then the player is the person that needs to regulate use of the trans table for example DW20's in let's play he has yet to use it
One suggestion, dont know if anyone else already mentioned it here, but could you make it possible to manualy add any mod items using config? Like: I have one unknow mod, its not in EE, but i wanna have it in, so i add its things in config file, and fill it also how much EMC it should have. This feature is also in Thaumcraft. (Yeah i wanna this because of thaumcraft, those vis crystals are so much rare )
TC2 integration is coming but Azanor and Pahimar have agreed that adding an emc to vis crystals would be overpowered It would be best to farm them
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Edit: As for your magic trees, I can't help you there.
As of the time he posted this the person he was talking to did a code scan.
It might have changed since then but you are going to want to ask the IC2 guys if they use the hook in the latest versions.
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"The Wraith's Eye retains the powers of the Salamander's Eye, as well."
It seems Xeno forgot to enable all its powers in the code somewhere or I missed a post that he said he was removing the powers one of the two either way you were right.
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1. Using EE2 to its full potential was much too easy EternalDensity (I believe he was the inspiration for the GoED) at one point was generating a red matter furnace every 10 seconds.(He, unfortunately, has since been inactive)
2.Not only that, this is not a FMA mod just because it has a Philosopher's stone. Harry Potter had one, if you lived in England, before Xeno made the mod originally(Don't know when the manga/anime was released). FMA did not make up the Philo stone, it was the stuff of legends, said to allow the one who possessed it to turn lead to gold, before we discovered North and South America.
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The thing I find very interesting though is Xeno's continued unwillingness to collect glowstone manually. First he did it in EE 1 as a glowstone aggregator because redstone wasn't very powerful so everone kept running out no matter how much they dug and glowstone was pretty rare due to it being a pain to collect. For this reason I say that the rareness of glowstone in the nether is the problem. Xeno loves using the stuff in recipes and there's just not enough of the stuff, this causes the need for an automated way to get it and when you give a minecraft player a way to automate something... Well, I just hope he can keep if from snowballing as hard as it did back then.
Something I would like to see though is the bag thing that allowed you to compress inventories with ghast tears.
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Cant tell if it is compatible.
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1. mine a single piece of diamond
2. enchant an iron pick with fortune
3. reconstruct a diamond ore
4. ????
5. profit of unlimited diamonds
It is just too easy!
While there are many ways you could fix this I thought of instead of reconstructing the ore block itself make another block that has the same properties as the ore block (same texture, blast resistance mining speed) but make it drop it's self instead of the ore. Just an idea I'm not a coder there might be an easier way to block the exploit.
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They are coming back in a later version