Believe me, I love EE. It is a little OP, but only when you rush at it.. To start EE you need at least 4 diamonds (If you're doing it the normal way). 3 for the pick to get glowstone for the nether and 1 for the philosopher's stone. From there, it's a bit easier. A transmutation table requires 4 obsidian, 4 stone and a philosopher's stone. From there, you would need at least 9 diamonds.. Also, the flying is pretty expensive aswell, and very end-gameish. But I would definitely not go as far to say "creative mode in survival."
Even then, it is different from creative mode in that MOBS AND MISHAPS CAN STILL KILL YOU. Losing some of the better equipment because you jumped into lava when you forgot to have the right item in your hotbar sucks and can potentially set you back a few days. You also don't have that 1 hit break, endless inventory, and other stuff. If you rush things and purposely go out of your way generating tons of EMC from nothing... yeah, it gets very close to creative mode, but that's about the point that people realize that it isn't very fun and usually slow down the pace of their EMC generation dramatically. Longtime users of the mod usually aren't using the tablet much, or machines in order to prolong their fun and keep things at a pace with other mods. For us, it's more of a collection of tools and other things which allow conversion, recycling, and mass-production of stuff.
I just lost all the items in an alchemy bag. Suddenly the bag was just empty. Is this a known bug? Tons of enchanted items were lost x_ It's hard to even cheat them back.
EE v1440 SSP
MC 1.2.5
I'll fill out some details if they are needed. Not much to tell though.
All personal stuffs in EE2 (TT content, Alchemy Bags, etc.) is not available in offline mode. Are you sure that you're online?
In my personal opinion, with CM flight and unlimited resources, this is creative mode in survival. In MY opinion...
In the intermediate stages, it's like creative. Once you get your RM gem armor and stuffs, your capability expands WAY past what you can do in creative.
That was my first guess, but it didn't work either unfortunately.
I have enough material in the left circle (one full stack of sand) but even with shift-click, can only transmute it one by one.
(Also tried it with burning sand and adding EMC to the tablet.)
Is it possible, that this is a difference with the version of Equivalent exchange that is included in the current technic pack?
If both clicking/shift-clicking only make one.... then I'm not sure there's anything I can do to help you. Sorry. Shift-clicking normally SHOULD make a full stack.
is pahimar taking tips from azanor or some thing cus ee seems to being working towards being less over powered?
I've never heard of Pahimar taking advice from Azanor before. Balance in EE2 has always been a chronic problem, one that is being worked on. Thaumcraft is pretty balanced, though....
For some reason after installing this mod, my minecraft crashes.
Here is my ModLoader log:
May 13, 2012 3:13:48 PM ModLoader init
FINE: ModLoader 1.2.5 Initializing...
May 13, 2012 3:13:48 PM ModLoader readFromClassPath
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/bin/minecraft.jar
May 13, 2012 3:13:48 PM ModLoader readFromClassPath
FINER: Zip found.
May 13, 2012 3:13:48 PM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.2.5v1" from mod_ModLoaderMp.class
May 13, 2012 3:13:48 PM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.2.5 2012-04-13" from mod_TooManyItems.class
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/ArmorStand.zip
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:48 PM ModLoader setupProperties
FINER: ArmorID set to 135
May 13, 2012 3:13:48 PM ModLoader addMod
FINE: Mod Initialized: "mod_Armor 1.2.5" from mod_Armor.class
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/AudioMod.zip
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/Backpack_CLIENT_1-2-5.zip
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:48 PM ModLoader addMod
FINE: Mod Initialized: "mod_Backpack 1.2.3_v2-3" from mod_Backpack.class
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/Biosphere.zip
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:48 PM ModLoader addMod
FINE: Mod Initialized: "mod_Biosphere 1.2.5" from mod_Biosphere.class
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/Death Chest.zip
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/EE2ModV1.4.4.1.jar
May 13, 2012 3:13:48 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:48 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v3.1.3.105 Initialized
May 13, 2012 3:13:48 PM ModLoader addMod
FINE: Failed to load mod from "mod_EE.class"
May 13, 2012 3:13:48 PM ModLoader addMod
FINER: THROW
java.lang.NoSuchMethodError: ee.ItemModEE.setNoRepair()Lyr;
at ee.ItemModEE.<init>(ItemModEE.java:13)
at ee.ItemEECharged.<init>(ItemEECharged.java:38)
at ee.ItemPhilosopherStone.<init>(ItemPhilosopherStone.java:23)
at ee.EEItem.init(EEItem.java:79)
at mod_EE.<init>(mod_EE.java:151)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at ModLoader.addMod(ModLoader.java:294)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:273)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Thread.java:680)
May 13, 2012 3:13:58 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/Explosives+3.0.1.jar
May 13, 2012 3:13:58 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_ExplosivesPlus Explosives+ v3.0.1 by Pheenixm" from mod_ExplosivesPlus.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/Lightsensor.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader setupProperties
FINER: SensorID set to 131
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_LightSensor 1.2.5" from mod_LightSensor.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/MinecraftForge-3.1.3.105-Client.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader setupProperties
FINER: SPAWNER_ALLOW_ON_INVERTED set to true
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 3.1.3.105" from mod_MinecraftForge.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/Recipe Book.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader setupProperties
FINER: RecipeBookID set to 397
May 13, 2012 3:13:59 PM ModLoader setupProperties
FINER: Rows set to 3
May 13, 2012 3:13:59 PM ModLoader setupProperties
FINER: Columns set to 2
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_RecipeBook 1.2.5" from mod_RecipeBook.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/Shelf.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader setupProperties
FINER: ShelfID set to 132
May 13, 2012 3:13:59 PM ModLoader setupProperties
FINER: Render3DItems set to false
May 13, 2012 3:13:59 PM ModLoader setupProperties
FINER: RotateItems set to false
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_Shelf 1.2.5" from mod_Shelf.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/Sign Tags.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/TooManyItems2012_04_13_1.2.5.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.2.5 2012-04-13" from mod_TooManyItems.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/WirelessRedstone.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "WirelessRedstone 1.5" from mod_WirelessRedstone.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/WirelessRedstoneClocker.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/clockerSideOff.png,168). 31 left.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/clockerSideOn.png,169). 30 left.
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_WirelessClocker 0.3" from mod_WirelessClocker.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/WirelessRedstonePowerConfigurator.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/WirelessSprites/pd.png,38). 84 left.
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_PowerConfigurator 0.6" from mod_PowerConfigurator.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/WirelessRedstoneRemote.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/WirelessSprites/remote.png,102). 83 left.
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_WirelessRemote 0.5" from mod_WirelessRemote.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/WirelessRedstoneSniffer.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/WirelessSprites/sniff.png,118). 82 left.
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_WirelessSniffer 0.6" from mod_WirelessSniffer.class
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/James/Library/Application Support/minecraft/mods/WirelessRedstoneTriangulator.zip
May 13, 2012 3:13:59 PM ModLoader readFromModFolder
FINER: Zip found.
May 13, 2012 3:13:59 PM ModLoader addMod
FINE: Mod Initialized: "mod_WirelessTriangulator 0.5" from mod_WirelessTriangulator.class
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.2.5v1"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.2.5 2012-04-13"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_Armor 1.2.5"
May 13, 2012 3:13:59 PM ModLoaderMp log
FINE: ModLoaderMP 1.0.0 Initialized
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/backpack/backpack.png,120). 80 left.
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_Backpack 1.2.3_v2-3"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_Biosphere 1.2.5"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_ExplosivesPlus Explosives+ v3.0.1 by Pheenixm"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_LightSensor 1.2.5"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 3.1.3.105"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_RecipeBook 1.2.5"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_Shelf 1.2.5"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.2.5 2012-04-13"
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/topOn.png,170). 29 left.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/topOff.png,171). 28 left.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/rxOn.png,172). 27 left.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/rxOff.png,173). 26 left.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/txOn.png,184). 25 left.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/txOff.png,185). 24 left.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/WirelessSprites/txOn.png,134). 79 left.
May 13, 2012 3:13:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/WirelessSprites/rxOn.png,144). 78 left.
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "WirelessRedstone 1.5"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_WirelessClocker 0.3"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_PowerConfigurator 0.6"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_WirelessRemote 0.5"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_WirelessSniffer 0.6"
May 13, 2012 3:13:59 PM ModLoader init
FINE: Mod Loaded: "mod_WirelessTriangulator 0.5"
May 13, 2012 3:13:59 PM ModLoader addAllRenderers
FINE: Initialized
(I'm on Mac OS X Lion)
Can you tell me how I can fix it as this mod looks awesome.
Did you install Modloader in the .jar, THEN Forge in the .jar, then the EE2 folders in the .minecraft? Also, those other mods could be interfering. Be sure to install all of them AFTER installing Modloader and Forge.
Just checked latest release and see a couple of new textures. Any info on them so I can get them done for my texture pack? I cant seem to find them in game.
No new textures, just moved around the file structure a bit so the jar is a bit cleaner
Edit: Oh I guess the old dev textures for conduits got included in this file structure change. They aren't used in game so don't worry about them. They aren't even close to being release worthy (the textures).
is pahimar taking tips from azanor or some thing cus ee seems to being working towards being less over powered?
Even z3n0 was playing with some balancing elements from the start (EMC).
Balance has always been an issue with the mod given how quickly it goes from "yay, I have 1 redmatter" to "I am a god, able to cast down death on all before me" once you get to where passive EMC generation becomes faster than active mining/collecting. A single Mk3 power flower can generate several stacks of diamond blocks while you're doing some light building and tinkering in your workroom, and completely outpace just about any other method out there, even modded, in diamonds per hour; not counting setup time. With 8-12 flowers, you are making more EMC than you can reasonably use, with the only limitation in being able to collect the EMC in one spot and how quickly you can charge a KSO.
I believe the majority of the balance changes coming up are aimed at making the time between point A and point B become much longer, making EE become more of a final point that doesn't completely eclipse most aspects from other mods (in terms of material output) or grant players on servers with a ridiculous amount of power (RM armor, life stone, archangel's smite, hyperkinetic lens) overnight unless they disabled collectors.
is pahimar taking tips from azanor or some thing cus ee seems to being working towards being less over powered?
The mod has been considered OP for a long time, and various attempts have been made throughout the life of the mod. Some have worked, others have not. In the end a pretty major overhaul is what I have planned in order to make the mod more fun and not just about sitting in your house basement waiting for more Red Matter to magically appear so you can build a giant monument in my Glory and more about going out into the world and having fun with cool and magical toys.
Need to adjust costs of bricks and other things made with bricks accordingly now since there would otherwise be an infinite EMC exploit; eg. condenser making clay balls being fed through furnace and crafting tables to make brick blocks... sending back to the condenser.
Oil may be too high in EMC value for what it is. Feels like an easy way to get EMC now unless you have some extremely large powerplant using it. Eg; find a surface spill, get 2 buckets and a condenser. Put bucket in condenser target slot, fill other with oil, move buckets of oil into the condenser collecting a handful of buckets by the second pour, changing the target to diamond, and scooping up the rest. Surface spills can be well over 20 buckets of oil. Sources below ground can be a few hundred. A more reasonable value would be somewhere around gold. It takes more effort to make a machine running on EMC based oil, and has limited end uses, while EMC collection can be used for everything. Feels like extremely easy diamonds early on if you get lucky with a seed.
No need to worry about bricks - their EMC value was intrinsically tied to the value of clay to begin with. As for oil that may be the case, but we'll adapt as necessary. The value was actually suggested by the FTB team and I didn't have a problem with it because it's fuel based and not matter based.
Ok, the problems are now starting to seem to overway the up-sides:
1. Interdiction Torches do not repel mobs.
2. I have no sound effects. (This problem use to be solved by just place the sounds in the resource folder, but I can no longer do that, seeing as it is now a jar file...)
3.The Swiftwolf's Rending Gale causes a crash when ever I try switching modes:
-snip-
1. You either need the Interdiction Torch on a Pedestal that is activated, or you need to pulse the torch with a redstone current
2. No sound effects means you either did not put the /resources folder inside the EE client zip into your /resources folder in your Minecraft folder. The /mods part of the client zip contains the EE jar. Otherwise, you likely didn't install Audiomod.
3. Crash report is necessary in order to diagnose the problem. Please see the Troubleshooting section.
I can't craft the resipes with philosopher's stone in autocrafting table!
There's a chestaffiliated to the autocrafting table with another ph.stone. The redstone engine pulls out one item, then the line of charging dissapearing in the ph.stone in the chest! What i do wrong? Sorry for my VERY bad English)
Hey guys I have a problem, I run a mac (osx) and EE2 just dosent work it says done loading..... and frezes Im horrible with mods so can someone tell me what could be wrong. if its installation problems tell me, my computer tell me PLZ. Ive seen a lot of lets plays on the mod and I really want to try it myself. Oh and creater your doing a great job. Great mod yet cant get it.
is pahimar taking tips from azanor or some thing cus ee seems to being working towards being less over powered?
"This mod is steadily improving. Surely this is due to an outside influence?"
Sorry dude, but Pahimar is actually a competent programmer. He's perfectly capable of improving the mod that he has been entrusted with.
Try not to post something insulting next time, okay?
Hey guys I have a problem, I run a mac (osx) and EE2 just dosent work it says done loading..... and frezes Im horrible with mods so can someone tell me what could be wrong. if its installation problems tell me, my computer tell me PLZ. Ive seen a lot of lets plays on the mod and I really want to try it myself. Oh and creater your doing a great job.
Great mod yet cant get it.
Give us a proper crash log or Modloader log, or we can't help you, and
2. No sound effects means you either did not put the /resources folder inside the EE client zip into your /resources folder in your Minecraft folder. The /mods part of the client zip contains the EE jar. Otherwise, you likely didn't install Audiomod.
Hmm... I will go and see if I can find it, I might have missed it...
Interdiction torches have always been that way. Since the day I made them. No clue about the crash.
You made Interdiction Torches before you made pedestals.
And are you sure that they didn't work when they were placed in the word? I'm almost certain that the description of them used to be "Repels mobs. Sending a redstone pulse to it will increase the radius."
Not
"Send a redstone pulse to it to make it repel mobs."
Interdiction torches have always been that way. Since the day I made them. No clue about the crash.
I remember back in Minecraft 1.0.0 that I had a base with one Interdiction torch on each side and nothing was able to get close to it, though the field of effect could be widened with a Redstone Pulse (though that's a FPS killer for my Laptop)... o.o
And are you sure that they didn't work when they were placed in the word? I'm almost certain that the description of them used to be "Repels mobs. Sending a redstone pulse to it will increase the radius."
Not
"Send a redstone pulse to it to make it repel mobs."
I am playing 1.2.3 and interdiction torches repel monsters without needing a pedestal or redstone. I have them planted below most of my important buildings; monsters cannot enter and projectiles are deflected.
I am playing 1.2.3 and interdiction torches repel monsters without needing a pedestal or redstone. I have them planted below most of my important buildings; monsters cannot enter and projectiles are deflected.
peace
Same for me in 1.2.3. Can't afford to make one in 1.2.5 yet, but i'll try it out.
Even then, it is different from creative mode in that MOBS AND MISHAPS CAN STILL KILL YOU. Losing some of the better equipment because you jumped into lava when you forgot to have the right item in your hotbar sucks and can potentially set you back a few days. You also don't have that 1 hit break, endless inventory, and other stuff. If you rush things and purposely go out of your way generating tons of EMC from nothing... yeah, it gets very close to creative mode, but that's about the point that people realize that it isn't very fun and usually slow down the pace of their EMC generation dramatically. Longtime users of the mod usually aren't using the tablet much, or machines in order to prolong their fun and keep things at a pace with other mods. For us, it's more of a collection of tools and other things which allow conversion, recycling, and mass-production of stuff.
All personal stuffs in EE2 (TT content, Alchemy Bags, etc.) is not available in offline mode. Are you sure that you're online?
In the intermediate stages, it's like creative. Once you get your RM gem armor and stuffs, your capability expands WAY past what you can do in creative.
The conduits haven't actually been implemented yet, so you don't need to worry about them, unless you want to get a head-start on the textures.
If both clicking/shift-clicking only make one.... then I'm not sure there's anything I can do to help you. Sorry. Shift-clicking normally SHOULD make a full stack.
I've never heard of Pahimar taking advice from Azanor before. Balance in EE2 has always been a chronic problem, one that is being worked on. Thaumcraft is pretty balanced, though....
Did you install Modloader in the .jar, THEN Forge in the .jar, then the EE2 folders in the .minecraft? Also, those other mods could be interfering. Be sure to install all of them AFTER installing Modloader and Forge.
No new textures, just moved around the file structure a bit so the jar is a bit cleaner
Edit: Oh I guess the old dev textures for conduits got included in this file structure change. They aren't used in game so don't worry about them. They aren't even close to being release worthy (the textures).
Even z3n0 was playing with some balancing elements from the start (EMC).
Balance has always been an issue with the mod given how quickly it goes from "yay, I have 1 redmatter" to "I am a god, able to cast down death on all before me" once you get to where passive EMC generation becomes faster than active mining/collecting. A single Mk3 power flower can generate several stacks of diamond blocks while you're doing some light building and tinkering in your workroom, and completely outpace just about any other method out there, even modded, in diamonds per hour; not counting setup time. With 8-12 flowers, you are making more EMC than you can reasonably use, with the only limitation in being able to collect the EMC in one spot and how quickly you can charge a KSO.
I believe the majority of the balance changes coming up are aimed at making the time between point A and point B become much longer, making EE become more of a final point that doesn't completely eclipse most aspects from other mods (in terms of material output) or grant players on servers with a ridiculous amount of power (RM armor, life stone, archangel's smite, hyperkinetic lens) overnight unless they disabled collectors.
The mod has been considered OP for a long time, and various attempts have been made throughout the life of the mod. Some have worked, others have not. In the end a pretty major overhaul is what I have planned in order to make the mod more fun and not just about sitting in your house basement waiting for more Red Matter to magically appear so you can build a giant monument in my Glory and more about going out into the world and having fun with cool and magical toys.
No need to worry about bricks - their EMC value was intrinsically tied to the value of clay to begin with. As for oil that may be the case, but we'll adapt as necessary. The value was actually suggested by the FTB team and I didn't have a problem with it because it's fuel based and not matter based.
It was actually Alblaka that determined the optimum Uranium EMC value, but he used much the same formula as your own
1. You either need the Interdiction Torch on a Pedestal that is activated, or you need to pulse the torch with a redstone current
2. No sound effects means you either did not put the /resources folder inside the EE client zip into your /resources folder in your Minecraft folder. The /mods part of the client zip contains the EE jar. Otherwise, you likely didn't install Audiomod.
3. Crash report is necessary in order to diagnose the problem. Please see the Troubleshooting section.
That feature isn't released yet.
"This mod is steadily improving. Surely this is due to an outside influence?"
Sorry dude, but Pahimar is actually a competent programmer. He's perfectly capable of improving the mod that he has been entrusted with.
Try not to post something insulting next time, okay?
Yes. Forge must be in the .jar.
Give us a proper crash log or Modloader log, or we can't help you, and
LEARN HOW TO SPELL/USE PROPER GRAMMAR
Well, that's a first.
HINT:
IT'S IN THE ORIGINAL POST, UNDER "Downloads"
Oh, ok then, when did it change though? I remember being able to just place them and they would work...
Hmm... I will go and see if I can find it, I might have missed it...
Fail? XD
I did give you a crash report, it was in the spoiler...
Here it is again though:
You made Interdiction Torches before you made pedestals.
And are you sure that they didn't work when they were placed in the word? I'm almost certain that the description of them used to be "Repels mobs. Sending a redstone pulse to it will increase the radius."
Not
"Send a redstone pulse to it to make it repel mobs."
I remember back in Minecraft 1.0.0 that I had a base with one Interdiction torch on each side and nothing was able to get close to it, though the field of effect could be widened with a Redstone Pulse (though that's a FPS killer for my Laptop)... o.o
I am playing 1.2.3 and interdiction torches repel monsters without needing a pedestal or redstone. I have them planted below most of my important buildings; monsters cannot enter and projectiles are deflected.
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
Same for me in 1.2.3. Can't afford to make one in 1.2.5 yet, but i'll try it out.