Quote from Prime_Jetspace
Mo'Creatures does 75% of all of those perfectly fine.
we are talking about mojang here not competent modders. I don't get it either, for some reason modders can implement functioning mobs with ease in their spare time, that aren't swimming through the ground or refusing to spawn without loading kilometers worth of chunks, but somehow they are having problems with their own basic mobs.
and at what cost? maybe since you're not the one who has to wade through pages and pages of dupes and false positives, you're not realising what a massive waste of time and resources it can really be.Quote from Prime_Jetspace
Are you kidding me? The Bug Tracker is one of the best things to come to Minecraft. All sorts of horrendous glitches are being removed. They're saving their new features for actual NEW updates, i.e. 1.5.
0
why stupid? seems this is intended. it doesn't need fixing imo, the luck or cost required to obtain this ability is more than reasonable at this point. actually I came here to say I hope you can make your barrels MORE compatible with other mods like this. the downside to moving containers like factorization barrels and iron chests with the portal/grav gun is, they can only be placed back in the original cardinal direction you picked them up from. which kind of defeats the purpose now doesn't it? vanilla chests don't have this problem, and can also be re-oriented with tools like buildcraft/ic2/omnitool wrenches, another useful feature I would like to have here aswell. on the problem with barrels dumping out their contents, there must be a specific container hook through forge allowing other mods to do this, just a guess since I have no forge modding experience whatsoever.
also his barrels are not compatible with other wood breaking tools (eg. ic2 chainsaw), or any kind of non vanilla tools that follow such material rules for that matter, this is another area for improvement. poor compat with buildcraft pipes updating item count (does not change until its used). poor compat with pipe directions, you can only extract from bottom/insert from top, but also "trick" them into inserting from the bottom with a single piece of pipe on top, though it all works fine with rp2 tubes for some reason (probably because eloraam is some kind of rocket surgeon, or something). looks like you are already focusing on this area, and people appreciate more options, just the ability to have side loading barrels alone is going to increase the use of your version maybe over 9000 fold.
not trying to bash neptune or anything, but he pretty much goes out of his way to neglect the most popular feature of his mod maybe out of spite, it's the only way I could rationalise it. so if someone else wants to focus on making a better one, more power to you and anyone who wants to use it. I want to run both in the same build, so if you could have them play nice together that would be great too. just focus on making the mod you want, and not kids who never modded anything in their life crying about who copied who.
0
thanks, must have missed the other option here. 2.4.2 was the first and only version to be installed in this build, where both options are included, have not updated to 2.4.6 yet. strange that the mod would still generate flags no longer being used?
0
0
forge #527, playerapi uni 1.1:
0
even when building up your gear to roflstomp the dragon before even bothering to go there, and flying around with an ic2 jetpack or something, it's very hard to get pearls or build a useful farm when they completely outspawn the endermen. I would rather they drop pearls instead of eyes because of this, even though they're worth less, since we need them for crafting.
15 seconds is way too long imo, especially when paired with such a strong attack. I couldn't figure out a way to give it some sane spawn rate with mob control, since there's no end biome.
0
this wasn't a problem for me, at least I don't think so. I only use NEI/plugins, chicken chunks, ender storage, had them all updated and it seemed to load fine with 119/121 until it got to the block conflicts between xycraft and forestry. which I can't really edit manually anymore since my build relies on idresolver to manage them. but chicken core 0.7.3 is definitely not compatible with 0.9.44, could not get them loading together at all, once I went back to 0.7.1 it was fine.
I would assume that it works with some manual config, if I were to make a clean build with new ids and not have to worry about world data, just not something I could test.
0
this is the appropriate thread, that error is coming from hardcoded exceptions in chicken core made specifically for xycraft, that won't work if you have version mismatches.
if you update xycraft, then you can't run it without chicken core 0.7.3. and if you update chicken core, it won't run with older xycraft versions (eg. 0.9.44). so update them together, or not at all, I would just avoid them both for now since 0.9.121 is not stable for me.
0
can we just not use forge resolver methods at all, until they figure out how to make it useful? at no point has it ever helped me to resolve any conflict without totally trashing existing worlds. and not only that, but any mod additions that change load priority could potentially trigger it all over again, with zero retention of any existing ids that get in the way. I notice most modders don't use it unless it's a last resort, for good reason.
-- hm it would seem that I have no choice! unless I also want to revert other updates made to go with this:
so I would be careful going to build 119, unless you're prepared to deal with block conflicts.
nothing to fix there, notice the WARNING above that exists to make your answer as obvious as possible. what would happen to your world saves if you changed any mods, and this was left on by mistake? then you would be back here to blame soaryn for messing up all your saves, not sure how else they can make it any clearer.
0
it doesn't come with any sounds, they have to be downloaded by minecraft when you start it.
where can we find these files for portable install?there's a link to the sound pack at the bottom of the release downloads, use that if your client doesn't have them.
0
0
update: yea build 518 made all the difference, works perfectly now. but then I get the treecap problems! vanilla axes chop ok, but the default mod axe subsets defined in config (ic2, rp2, etc) do not, even tried adding the item ids manually. also certain options like allowMoreBlocksThanDamage have no effect, even on vanilla axes.
this actually explains alot, good that you tried it and saved us the time. it's because of the way optifine is installed, in order for this to be compatible with forge it has to merge/overwrite base classes, by updating his own versions along with them. so the above problems are obviously version mismatch, pretty much all we can do is try latest dev build, or do without. it's usually noted which forge build they were compiled against on the description, pick matching ones.
*update:
patch to optifine D3, this is supposedly built on forge 518.nope, still broken. vanilla axes work, no mod axes, r06. what version forge you on?0
never used this with a filler, but it seems to happen when trying to charge a cell directly adjacent to a device, with a conduit connected as well. I just ran into the same problem in 2.2.1, powering a small production line with cell -> crucible -> transposer -> pulverizer -> smelter, all right next to each other. the cell was adjacent to the crucible on one end, with 5 sections of conduit connecting them all.
I had intended for the steam engine to trickle power into the cell during downtime, but something was consuming more than the 2 mj it was producing so it wouldn't charge at all, even after all the internal storage was full and no machines were running, until I cut the output to 0. power stopped draining once I moved the engine/cell to another side of the conduit, away from the crucible, and I could set my output without losing power.
0
I went as far as 200, but didn't really think to mess with it too much since it says this is really just for slow comps. I'm on i5 here so maps load pretty fast to begin with, I'll try build 518 too I guess. how high would it be practical to set this for, if there's a more reliable value that wouldn't affect load times too much then shouldn't it be the default?
0
I've never had problems with treecap on forge, but startinginventory on the other hand... had to stick with r01 since r02 would not work for me at all since build 497. now on 6.6.0.516 for the same reasons, I have some mods that need it as well, and none of the recent releases work at all. tried updating to r03, and I did notice a new config line 'addItemsTo=Inventory' appeared, but I get no items in the world after restarting a few times.
running on the same config in ./config/mods/StartingInventory that worked with r01 before updating forge.
0
right I figured as much, and I've tried every combo of still water, running water, indoors/outdoors, low light, complete darkness, could not get it to spread over cobble or brick. I've scattered blocks of it around a mob spawner of mine that has plenty of water and no light, is there some other kind of requirement I'm missing here?
--nevermind figured it out, they've all got to be adjacent to full source blocks of still water and exposed to air on at least one other side, apparently running water doesn't count.