Dang, thanks for the heads up! By the way, when converting to the new save format, since all of the IDs change to different values are 1.1 worlds completely incompatable? If so, then converting will not be an option, and I will need to just make a new world.
I was able to convert a world with a bunch of mod items in it from 1.1 to 1.2.3 as part of testing in the 1.2.3 update, and it was fine
Just wanted to give my well-wishes and good-lucks to Pahimar as he tries to follow up X3n0 and puts his own imprint on the mod! Definitely looking forward to diving into the content of EE soon once I have the time. Stupid final exams, don't they know not to conflict with the release of Minecraft's mods...
I'll repost the little "dunno if it's a bug" cause it's still there... when crafting the Ring of Arcana the Harvest Goddess Band and the Zero Ring aren't consumed is it normal or a recipe bug?
I'll repost the little "dunno if it's a bug" cause it's still there... when crafting the Ring of Arcana the Harvest Goddess Band and the Zero Ring aren't consumed is it normal or a recipe bug?
This is something I'm hoping to fix in the future; one of the many little things on top of some of the bigger ones. I am considering putting a section in the first post listing the things that are slated for fixing/etc.
normal, ZR and HR are containers that contain themselves for when they create grass and ice. if not, you'd be sacrificing a zero ring for a single block of ice
Forge gives us modders some crafting hooks to better control this behaviour. Just need to find some time to look at this particular issue
This is something I'm hoping to fix in the future; one of the many little things on top of some of the bigger ones. I am considering putting a section in the first post listing the things that are slated for fixing/etc.
Forge gives us modders some crafting hooks to better control this behaviour. Just need to find some time to look at this particular issue
Did you see what i said about the armor earlyer? I would love you if you fixed that with better dungeons its on page 2. The mobs in that mod seem to negate the armor and hit you directly and its not that mod its ee
Did you see what i said about the armor earlyer? I would love you if you fixed that with better dungeons its on page 2. The mobs in that mod seem to negate the armor and hit you directly and its not that mod its ee
I saw it. I need to look into the armors more in general to make sure they are providing adequate protection since the Forge updates to armor on the tail end of MC 1.1. If the armors aren't providing adequate protection with mod specific mobs there is little I can do for that though.
TL-DR; I'm looking into armors, but its possible its something to do with Better Dungeons and if so there is little I can do about that.
I saw it. I need to look into the armors more in general to make sure they are providing adequate protection since the Forge updates to armor on the tail end of MC 1.1. If the armors aren't providing adequate protection with mod specific mobs there is little I can do for that though.
TL-DR; I'm looking into armors, but its possible its something to do with Better Dungeons and if so there is little I can do about that.
Thanks i talked to the guy on that thread, he said it was something to do with the armor here becuase the other armor and in other mods work fine. Someone i think said it was a forge problem, so thanks for looking into this for me
I am considering putting a section in the first post listing the things that are slated for fixing/etc.
you could add a couple of spoilers with "known bugs" so we don't tell you 1000 times the same thing and one with Suggestions asked/approved/rejected like my famous conduits to transport EMC
I've sent my Custom EMC addon to you. Have you received it yet?
I did! Just been busy with work work today. I will have a look at it - I have been thinking over in my head how to properly do this in a way that supports the average user and modders (ie, doing an EE2 API).
you could add a couple of spoilers with "known bugs" so we don't tell you 1000 times the same thing and one with Suggestions asked/approved/rejected like my famous conduits to transport EMC
That's what I was thinking about I still have to finish the existing sections as it is, but hopefully I'll get a chance over my lunch break today.
I have a bug report from x3n0's EE2; I don't know if you've fixed it yet or not.
You can put an alchemy bag inside itself.
Which is really dumb because then you have to recraft the alchemy bag to get it back once you close the GUI.
Not a bug per-say. Bags inside of bags are allowed, but it kinda messes up when you try to put a bag inside of itself. It isn't the first time it's been mentioned - just another small bug to get quashed in a future update.
Ah almost forgot I made an other suggestion... why not add a redstone-related behavior to relays: when receiving redstone signal they stop outputting EMC, this is useful if you have a relay connected to a condenser and want to charge a klein star without moving anything... hope you like that
Edit: OMG first in a top 10 page (of a top 10 mod)!!! That must be my lucky day!!!
Ah almost forgot I made an other suggestion... why not add a redstone-related behavior to relays: when receiving redstone signal they stop outputting EMC, this is useful if you have a relay connected to a condenser and want to charge a klein star without moving anything... hope you like that
Edit: OMG first in a top 10 page (of a top 10 mod)!!! That must be my lucky day!!!
Two immediate solutions to that;
1) Don't have anything in the Condenser target slot when you want to charge in the relay
2) Take the output of the condenser, burn it in a Transmutation Table, and instantly charge your Klein Star that way.
Not a bug per-say. Bags inside of bags are allowed, but it kinda messes up when you try to put a bag inside of itself. It isn't the first time it's been mentioned - just another small bug to get quashed in a future update.
Maybe you should disallow all bags from being put in other bags. This would avoid this sort-of-a-bug and already has some basis in tropes. Generally speaking, in fantasy, putting an extra-dimensional storage space inside of another one will do terrible things to the already distorted fabric of space-time. The classic example from Dungeons and Dragons, Bags of Holding and Portable Holes, when placed into another will make either a rift or gate (depending on order of insertion) to the Astral Plane. This destroys them, their contents (rather they are scattered across some obscure corner of the Astral Plane that is statistically impossible to find) and, if it made a gate, sucks everything in a 10-foot radius into the Astral Plane itself.
Perhaps a higher-tier version is in order? The Pocket Dimension, crafted from 7 Alchemy Bags (same color, easy enough to achieve with re-dying) and 2 Red Matter. It would feature an Alchemy Bag sized inventory with 16 colored tabs along the side, allowing you to access all possible bag inventories at once. This would be a decent way to compensate for players no longer being able to keep all their bags in one master bag.
On a semi-related note, I remember being able to store non-transmutable items in the Target Slot of a Transmutation Table. Has this been fixed yet? It doesn't seem like something that would need a fix, until you attempt a Tabletception and close the gui, locking it inside of itself forever. I'm not familiar with Minecraft code, but I suppose it's possible that would also cause memory to be permanently allocated to object data that can't be accessed.
Two immediate solutions to that;
1) Don't have anything in the Condenser target slot when you want to charge in the relay
2) Take the output of the condenser, burn it in a Transmutation Table, and instantly charge your Klein Star that way.
nice tips but I'm talking about when you have more relays connected to the same condenser and you want to use just one of them to charge the Klein Star without stopping the condenser...
EDIT: in short this is the situation
(and I want to charge the Klein Star in the only accessible relay obviously)
nice tips but I'm talking about when you have more relays connected to the same condenser and you want to use just one of them to charge the Klein Star without stopping the condenser...
EDIT: in short this is the situation
(and I want to charge the Klein Star in the only accessible relay obviously)
Your flower is sub-optimal. Place the Condenser below the Relay and raise the whole flower up a bit. Using BC or RP pull items out of the Condenser to a central chest. This way you can expand your flower's output exponential and still get all the items from Condensers. We do this on our server and its really really fast.
Maybe you should disallow all bags from being put in other bags. This would avoid this sort-of-a-bug and already has some basis in tropes. Generally speaking, in fantasy, putting an extra-dimensional storage space inside of another one will do terrible things to the already distorted fabric of space-time. The classic example from Dungeons and Dragons, Bags of Holding and Portable Holes, when placed into another will make either a rift or gate (depending on order of insertion) to the Astral Plane. This destroys them, their contents (rather they are scattered across some obscure corner of the Astral Plane that is statistically impossible to find) and, if it made a gate, sucks everything in a 10-foot radius into the Astral Plane itself.
Perhaps a higher-tier version is in order? The Pocket Dimension, crafted from 7 Alchemy Bags (same color, easy enough to achieve with re-dying) and 2 Red Matter. It would feature an Alchemy Bag sized inventory with 16 colored tabs along the side, allowing you to access all possible bag inventories at once. This would be a decent way to compensate for players no longer being able to keep all their bags in one master bag.
On a semi-related note, I remember being able to store non-transmutable items in the Target Slot of a Transmutation Table. Has this been fixed yet? It doesn't seem like something that would need a fix, until you attempt a Tabletception and close the gui, locking it inside of itself forever. I'm not familiar with Minecraft code, but I suppose it's possible that would also cause memory to be permanently allocated to object data that can't be accessed.
Or I could just disallow you from putting the same color bag inside of itself.
Edit: Missed the bit about "storage" in a Transmutation Table. I'm going to change it so that when you close the Transmutation Table it drops the items in the input and target slots. That way people won't "lose" their items in the Transmutation Table between sessions.
Or I could just disallow you from putting the same color bag inside of itself.
...But... What if I have an Alchemical Bag with all my back-up Alchemical Bags?! (Obviously with one being out as a back-up--back-up. But what if I make a ton and store them all in one bag?)
Your flower is sub-optimal. Place the Condenser below the Relay and raise the whole flower up a bit. Using BC or RP pull items out of the Condenser to a central chest. This way you can expand your flower's output exponential and still get all the items from Condensers. We do this on our server and its really really fast.
nice... but you missed the point: that was in this shape all the relay's energy from the collectors will go in the condenser without charging an eventual Klein Star, that was the problem...
EDIT: also the best way to make a superpower condenser is...
level1
level2
level3
level4
generates a redmatter in less than 9 min
and if you have buildcraft without the engine part also automatic (dunno about RP cause I don't use it)
I was able to convert a world with a bunch of mod items in it from 1.1 to 1.2.3 as part of testing in the 1.2.3 update, and it was fine
Just wanted to give my well-wishes and good-lucks to Pahimar as he tries to follow up X3n0 and puts his own imprint on the mod! Definitely looking forward to diving into the content of EE soon once I have the time. Stupid final exams, don't they know not to conflict with the release of Minecraft's mods...
Mead and Raa and I will do our best to keep idiots off your back so you can work.
This is something I'm hoping to fix in the future; one of the many little things on top of some of the bigger ones. I am considering putting a section in the first post listing the things that are slated for fixing/etc.
Forge gives us modders some crafting hooks to better control this behaviour. Just need to find some time to look at this particular issue
Did you see what i said about the armor earlyer? I would love you if you fixed that with better dungeons its on page 2. The mobs in that mod seem to negate the armor and hit you directly and its not that mod its ee
I saw it. I need to look into the armors more in general to make sure they are providing adequate protection since the Forge updates to armor on the tail end of MC 1.1. If the armors aren't providing adequate protection with mod specific mobs there is little I can do for that though.
TL-DR; I'm looking into armors, but its possible its something to do with Better Dungeons and if so there is little I can do about that.
Thanks i talked to the guy on that thread, he said it was something to do with the armor here becuase the other armor and in other mods work fine. Someone i think said it was a forge problem, so thanks for looking into this for me
you could add a couple of spoilers with "known bugs" so we don't tell you 1000 times the same thing and one with Suggestions asked/approved/rejected like my famous conduits to transport EMC
I did! Just been busy with work work today. I will have a look at it - I have been thinking over in my head how to properly do this in a way that supports the average user and modders (ie, doing an EE2 API).
That's what I was thinking about I still have to finish the existing sections as it is, but hopefully I'll get a chance over my lunch break today.
You can put an alchemy bag inside itself.
Which is really dumb because then you have to recraft the alchemy bag to get it back once you close the GUI.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Not a bug per-say. Bags inside of bags are allowed, but it kinda messes up when you try to put a bag inside of itself. It isn't the first time it's been mentioned - just another small bug to get quashed in a future update.
Edit: OMG first in a top 10 page (of a top 10 mod)!!! That must be my lucky day!!!
Might be a good idea to update your forum sig then too
Two immediate solutions to that;
1) Don't have anything in the Condenser target slot when you want to charge in the relay
2) Take the output of the condenser, burn it in a Transmutation Table, and instantly charge your Klein Star that way.
Maybe you should disallow all bags from being put in other bags. This would avoid this sort-of-a-bug and already has some basis in tropes. Generally speaking, in fantasy, putting an extra-dimensional storage space inside of another one will do terrible things to the already distorted fabric of space-time. The classic example from Dungeons and Dragons, Bags of Holding and Portable Holes, when placed into another will make either a rift or gate (depending on order of insertion) to the Astral Plane. This destroys them, their contents (rather they are scattered across some obscure corner of the Astral Plane that is statistically impossible to find) and, if it made a gate, sucks everything in a 10-foot radius into the Astral Plane itself.
Perhaps a higher-tier version is in order? The Pocket Dimension, crafted from 7 Alchemy Bags (same color, easy enough to achieve with re-dying) and 2 Red Matter. It would feature an Alchemy Bag sized inventory with 16 colored tabs along the side, allowing you to access all possible bag inventories at once. This would be a decent way to compensate for players no longer being able to keep all their bags in one master bag.
On a semi-related note, I remember being able to store non-transmutable items in the Target Slot of a Transmutation Table. Has this been fixed yet? It doesn't seem like something that would need a fix, until you attempt a Tabletception and close the gui, locking it inside of itself forever. I'm not familiar with Minecraft code, but I suppose it's possible that would also cause memory to be permanently allocated to object data that can't be accessed.
nice tips but I'm talking about when you have more relays connected to the same condenser and you want to use just one of them to charge the Klein Star without stopping the condenser...
EDIT: in short this is the situation
(and I want to charge the Klein Star in the only accessible relay obviously)
Your flower is sub-optimal. Place the Condenser below the Relay and raise the whole flower up a bit. Using BC or RP pull items out of the Condenser to a central chest. This way you can expand your flower's output exponential and still get all the items from Condensers. We do this on our server and its really really fast.
Or I could just disallow you from putting the same color bag inside of itself.
Edit: Missed the bit about "storage" in a Transmutation Table. I'm going to change it so that when you close the Transmutation Table it drops the items in the input and target slots. That way people won't "lose" their items in the Transmutation Table between sessions.
...But... What if I have an Alchemical Bag with all my back-up Alchemical Bags?! (Obviously with one being out as a back-up--back-up. But what if I make a ton and store them all in one bag?)
nice... but you missed the point: that was in this shape all the relay's energy from the collectors will go in the condenser without charging an eventual Klein Star, that was the problem...
EDIT: also the best way to make a superpower condenser is...
level2
level4
generates a redmatter in less than 9 min
and if you have buildcraft without the engine part also automatic (dunno about RP cause I don't use it)