Country_Gamer: You need to use a later Dev version if you want buildcraft pipes interacting with drains.
Furious1964: The design of the igniter is not based on redpower's version. I just like fire.
scottyaa275: You need to adapt the old texture system to the new icon system.
Rensik: The numbers suggest people are moving on.
I bet theses numbers don't count on the ones that get the mod with FTB launcher, there's so many people relying on FTB Launcher to not have to install mods manually (and after doing my own pack myself before they did a pack for 1.5.2) I totally understand why they prefer this way...
I have to concur with Dodge34. Those numbers are only the single downloads. Compare them to the number of downloads FTB has for the modpacks that include your mod. I'm sure the 1.5.2 download numbers will far surpass the 1.6.2 download numbers then.
Here, I'll go and grab the TConstruct version that's in the FTB Unleashed pack. If I get the same bug with that version, will you support 1.5.2 long enough to fix the bug? or at least find out what the cause is so the bug can be fixed?
Happens after the page with the Tool Forge in the yellow Materials and You book.
I will say I do have GregTech in, but not only am I following the suggestions about turning off Fortune Smelting(which is slightly OP anyways) I am also using your config to turn off the GregTech nerfs your mod turns off. I figured that would be the closest I could get to getting the two mods to work together.
Guys, mDiyo is one of coolest devs out there. Quit buggin him. Move on with your mods. It's not his fault that other devs have quit updating. Let him focus on the future, not the past.
Hey mDiyo. Turns out someone on my server found quite an... "interesting" bug with your armor tab. Your armor tab doesn't restrict what blocks/items you place in any of it's slots. Meaning you can wear a cactus as you pants, place a sword in your chest slot, and wear your boots as a hat, ect.
This was found as of the most recent stable version, 1.4.4 on 1.6.2.
Hey mDiyo. Turns out someone on my server found quite an... "interesting" bug with your armor tab. Your armor tab doesn't restrict what blocks/items you place in any of it's slots. Meaning you can wear a cactus as you pants, place a sword in your chest slot, and wear your boots as a hat, ect.
This was found as of the most recent stable version, 1.4.4 on 1.6.2.
Lol? This is something I must try. I wanna wear ice cream as a helm and seared bricks for the rest. Indestructible and my helmet is delicious. Win win.
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Best part of that bug is the ring/necklace/heart slots are not dropped on death... So a few backpacks and you can carry lots of stuff that never can be lost. Galacticraft had both of these bugs for a while in 1.5.2 versions.
Or, possibly even better, any block works as a helmet and is displayed on the character. And i mean any... like NASA crafting table, MPS tinker table, printing press, laser turret etc... Side note here, MPS tinker table looks awesome as a helmet. the side that faces front is the side with three green dot thingies, making it look like a 3 eye goggle...
I have to concur with Dodge34. Those numbers are only the single downloads. Compare them to the number of downloads FTB has for the modpacks that include your mod. I'm sure the 1.5.2 download numbers will far surpass the 1.6.2 download numbers then.
Here, I'll go and grab the TConstruct version that's in the FTB Unleashed pack. If I get the same bug with that version, will you support 1.5.2 long enough to fix the bug? or at least find out what the cause is so the bug can be fixed?
Happens after the page with the Tool Forge in the yellow Materials and You book.
I will say I do have GregTech in, but not only am I following the suggestions about turning off Fortune Smelting(which is slightly OP anyways) I am also using your config to turn off the GregTech nerfs your mod turns off. I figured that would be the closest I could get to getting the two mods to work together.
I am running FTB Unleashed 1.5.2.
I have the latest version compatible with 1.5.2: 1.4.3d6
I get crashes on two instances:
1. If I melt 1 ender pearl in the smeltery and try and remove it from the smeltery with standard waterproof pipes. Ender does not register as "blood", but shows up as "nul" when viewing in the smeltery controller.
2. If I attack an iron golem with a turtle the game will crash citing an error with TConstruct. Apparently the event is captured for an attack and something is attempted to be accessed either on the turtle or the golem. This does not happen with villagers so I am guessing something on the golem is being accessed. Golem is not dead at this point either. It is just an attack.
If there are work arounds for these issues I am all ears.
The only things you can pour on the casting table without a cast are aluminium brass and I think gold. For everything else, you need appropriate casts.
Sniff. Then, please take this as feedback only, not as any sort of "What you should do next". In the suggestions thread, I had mentioned that TiC tools are far OP in comparison to vanilla items; basically, there was no reason to make a vanilla tool if you had a smeltery and could make a TiC tool. And as a simple fix, a config option to change the number of "default modifier slots" from a fixed 3 to 0-3; at 1, it's balanced in comparison to vanilla tools, and at 0 it's fine for a "hard" gamemode like UHS.
(And there's more, but that's beyond the simple feedback. Just don't click this link to read more.)
if you want less effective tools, then why are you using a mod, thats focused around crafting better tools than the vanilla ones?
im suprised at your focus on the modifiers here. if people consider tinkers construct tools "op", i would have expected its because of aoe stripmining with the hammer, excavator, and because of some of the stronger weapons.
not because of modifiers, that add traits that are similar to vanilla enchantments, for substantial resource investments.
also, increased durability is often overrated, in regards to if a mod tool is op. because the only thing higher durability or auto repair enchantments do, is safe you some crafting to replace broken tools.
Hmm, I started wondering if the Fortune modifier on my TConstruct pickaxes were actually giving extra items, and I think I've confirmed that it doesn't. I enchanted a vanilla diamond pick with Fortune 2, and modified a TConstruct manyullyn pick with as much lapis as it would hold, then went mining in a mystcraft dense ores age. The result was rather surprising. The vanilla pick far out performed the TConstruct pick in terms of harvest yield. I averaged about 1 1/2 diamonds per ore on the TConstruct pick and about 4 on the vanilla pick. Redstone and lapis gave similar results.
I'm not sure that is intended behavior. I hope not anyway. If it is, I guess I'll stop working to gather enough lapis to upgrade my fancy TConstruct picks and just concentrate on getting good enchantments on vanilla picks. The TConstruct picks still do a great job for general mining.
In the suggestions thread, I had mentioned that TiC tools are far OP in comparison to vanilla items; basically, there was no reason to make a vanilla tool if you had a smeltery and could make a TiC tool. And as a simple fix, a config option to change the number of "default modifier slots" from a fixed 3 to 0-3; at 1, it's balanced in comparison to vanilla tools, and at 0 it's fine for a "hard" gamemode like UHS.
If you want less effective tools, then why are you using a mod, that's focused around crafting better tools than the vanilla ones?
I fully appreciate the idea of being able to craft more variety, flexibility, etc.
I fully appreciate the idea of using different parts for different tradeoffs, benefits and disadvantages, etc.
The issue for me is "Focused around crafting better tools than the vanilla ones".
Crafting alternatives, with plusses and minuses?
Versus being so overwhelming that you have no reason to ever make vanilla tools (except perhaps for a hoe) once you can make TiC tools.
im suprised at your focus on the modifiers here. if people consider tinkers construct tools "op", i would have expected its because of aoe stripmining with the hammer, excavator, and because of some of the stronger weapons.
not because of modifiers, that add traits that are similar to vanilla enchantments, for substantial resource investments.
Here's the thing: Vanilla enchantments are not trivial to get. You can make all the diamond tools you want. You can't get all the efficiency 5 diamond tools you want.
In comparison, redstone, lapis, and quartz are cheap. Quartz seems to be as common in the nether as dirt is in the overworld. Redstone ... fills up chests if it's not compressed. Substantial resource investment? Hardly.
Whole tree chopping? Many mods do that. OP? Normally, no; given things like a dark forest biome, and the ease of getting light into it, perhaps. Given such OMG trees as redwoods, or legend oaks, or whatever those things in the twilight forest are called? I can at least exclude those from TreeCapitator, or with the newest version, use height-dependent chopping.
Hammer? AoE attack? AoE attack isn't OP as far as I can tell. It's low damage, crowd control -- something that arguably minecraft needs. I have not played with it, but as I understand it, it's low durability, low damage, and low speed.
Big massive weapon? I saw someone trying to fight a zombie with that massive oversized weapon. The zombie managed to get in close, and hit, because of the slow attack speed.
Why do I focus on the modifiers? Because it lets you add looting, speed, and attack damage trivially with junk that's normally left lying around. An extra modifier, normally trivial to get, lets you add in knockback as well, and now you can handle medium-sized swarms or creepers (sorry, I've seen people kill creepers with stone swords, but I can't do it without knockback.) Or your tools can get fortune, haste, and ... whatever you want.
Instead of vanilla's "Most tools will be good, only a few will be top", you now have "all tools will be top dog". And, except for unbreaking, they are all better than vanilla's tops.
also, increased durability is often overrated, in regards to if a mod tool is op. because the only thing higher durability or auto repair enchantments do, is safe you some crafting to replace broken tools.
Well, that's a good point. Vanilla tools wear out and need to be repaired, which is expensive for enchanted stuff. For TiC tools, reinforced doesn't add as much as unbreaking, but the near-trivial repair makes up for it.
It's not that I want something less effective than a vanilla tool.
It's a case of "Why make a vanilla tool, given that a tic tool is better than what you can get in vanilla?"
And if TiC overwhelms vanilla, then it's no longer an alternative option, it becomes the "must-have".
In comparison, TreeCapitator has balance on the tree chopping. It can be enchantment only, or longer for height, or increased wear as the tree gets bigger, etc.
Yea, now that I think about it, the lumber axe here can be OP -- I don't recall a significant speed loss, and it did make silverwood saplings much easier to obtain.
(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?
Furious1964: The design of the igniter is not based on redpower's version. I just like fire.
Was wondering if it would be difficult for you to make the Igniter be able to shut off the portal as well, like the RP2 version. Will have to find another way to shut it down if it's impossible.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Was wondering if it would be difficult for you to make the Igniter be able to shut off the portal as well, like the RP2 version. Will have to find another way to shut it down if it's impossible.
Explosives always work. Not even joking in this case, lol. A creeper/piece of TNT can break the portal, and obviously obsidian is resistant to the explosions (and Seared Bricks as well are creeper proof). Only question is if the igniter can withstand an explosion.
Was wondering if it would be difficult for you to make the Igniter be able to shut off the portal as well, like the RP2 version. Will have to find another way to shut it down if it's impossible.
Explosives always work. Not even joking in this case, lol. A creeper/piece of TNT can break the portal, and obviously obsidian is resistant to the explosions (and Seared Bricks as well are creeper proof). Only question is if the igniter can withstand an explosion.
Etho on Youtube has an automatic portal ignition... thing. He uses water in a dispenser to shut it off. Though pouring water on an Igniter shuts it off as well but as soon as the water is gone, it re-ignites. I'm sure you can figure out how to use that to your advantage...
Superjustinbros: Slime grass does not break your inventory now.
Dodge34: I don't have numbers from the FTB launcher. I can't rely on those either; FTB didn't make a 1.5 pack until 1.6 was almost out. The amount of greif I received over people using old mods is... well, let's make it clear that the current 1.5.2 version is the final 1.5.2 version, and if you want bugfixes or new things you're making the choice to stay behind yourself.
Steelflame: That's not a bug, that's hilarious!
...okay, so it's a bug.
GrammieFi: TConstruct uses the vanilla fortune enchant for its things. It sounds like one of your other mods is interfering with it.
Keybounce: You aren't supposed to make vanilla tools. The only reason you can is because of mods that need them in crafting recipes.
elkillo: Jerky can be obtained by shoving meat on the drying rack, and then waiting.
Furious1964: Igniter make fire. Igniter put out fire. Portal is not fire.
Ok thanks!
I bet theses numbers don't count on the ones that get the mod with FTB launcher, there's so many people relying on FTB Launcher to not have to install mods manually (and after doing my own pack myself before they did a pack for 1.5.2) I totally understand why they prefer this way...
Here, I'll go and grab the TConstruct version that's in the FTB Unleashed pack. If I get the same bug with that version, will you support 1.5.2 long enough to fix the bug? or at least find out what the cause is so the bug can be fixed?
Edit: I got the same crash:http://pastebin.com/EBS1FKzK
Happens after the page with the Tool Forge in the yellow Materials and You book.
I will say I do have GregTech in, but not only am I following the suggestions about turning off Fortune Smelting(which is slightly OP anyways) I am also using your config to turn off the GregTech nerfs your mod turns off. I figured that would be the closest I could get to getting the two mods to work together.
website: rensik.enjin.com
This was found as of the most recent stable version, 1.4.4 on 1.6.2.
Lol? This is something I must try. I wanna wear ice cream as a helm and seared bricks for the rest. Indestructible and my helmet is delicious. Win win.
Or, possibly even better, any block works as a helmet and is displayed on the character. And i mean any... like NASA crafting table, MPS tinker table, printing press, laser turret etc... Side note here, MPS tinker table looks awesome as a helmet. the side that faces front is the side with three green dot thingies, making it look like a 3 eye goggle...
I don't seem to have that issue, try this:
http://www.mediafire.com/?ebncrufk4nem29e
These are the configs I use. I don't get any crash with them.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
I have the latest version compatible with 1.5.2: 1.4.3d6
I get crashes on two instances:
1. If I melt 1 ender pearl in the smeltery and try and remove it from the smeltery with standard waterproof pipes. Ender does not register as "blood", but shows up as "nul" when viewing in the smeltery controller.
2. If I attack an iron golem with a turtle the game will crash citing an error with TConstruct. Apparently the event is captured for an attack and something is attempted to be accessed either on the turtle or the golem. This does not happen with villagers so I am guessing something on the golem is being accessed. Golem is not dead at this point either. It is just an attack.
If there are work arounds for these issues I am all ears.
if you want less effective tools, then why are you using a mod, thats focused around crafting better tools than the vanilla ones?
im suprised at your focus on the modifiers here. if people consider tinkers construct tools "op", i would have expected its because of aoe stripmining with the hammer, excavator, and because of some of the stronger weapons.
not because of modifiers, that add traits that are similar to vanilla enchantments, for substantial resource investments.
also, increased durability is often overrated, in regards to if a mod tool is op. because the only thing higher durability or auto repair enchantments do, is safe you some crafting to replace broken tools.
I'm not sure that is intended behavior. I hope not anyway. If it is, I guess I'll stop working to gather enough lapis to upgrade my fancy TConstruct picks and just concentrate on getting good enchantments on vanilla picks. The TConstruct picks still do a great job for general mining.
I fully appreciate the idea of being able to craft more variety, flexibility, etc.
I fully appreciate the idea of using different parts for different tradeoffs, benefits and disadvantages, etc.
The issue for me is "Focused around crafting better tools than the vanilla ones".
Crafting alternatives, with plusses and minuses?
Versus being so overwhelming that you have no reason to ever make vanilla tools (except perhaps for a hoe) once you can make TiC tools.
Here's the thing: Vanilla enchantments are not trivial to get. You can make all the diamond tools you want. You can't get all the efficiency 5 diamond tools you want.
In comparison, redstone, lapis, and quartz are cheap. Quartz seems to be as common in the nether as dirt is in the overworld. Redstone ... fills up chests if it's not compressed. Substantial resource investment? Hardly.
Whole tree chopping? Many mods do that. OP? Normally, no; given things like a dark forest biome, and the ease of getting light into it, perhaps. Given such OMG trees as redwoods, or legend oaks, or whatever those things in the twilight forest are called? I can at least exclude those from TreeCapitator, or with the newest version, use height-dependent chopping.
Hammer? AoE attack? AoE attack isn't OP as far as I can tell. It's low damage, crowd control -- something that arguably minecraft needs. I have not played with it, but as I understand it, it's low durability, low damage, and low speed.
Big massive weapon? I saw someone trying to fight a zombie with that massive oversized weapon. The zombie managed to get in close, and hit, because of the slow attack speed.
Why do I focus on the modifiers? Because it lets you add looting, speed, and attack damage trivially with junk that's normally left lying around. An extra modifier, normally trivial to get, lets you add in knockback as well, and now you can handle medium-sized swarms or creepers (sorry, I've seen people kill creepers with stone swords, but I can't do it without knockback.) Or your tools can get fortune, haste, and ... whatever you want.
Instead of vanilla's "Most tools will be good, only a few will be top", you now have "all tools will be top dog". And, except for unbreaking, they are all better than vanilla's tops.
Well, that's a good point. Vanilla tools wear out and need to be repaired, which is expensive for enchanted stuff. For TiC tools, reinforced doesn't add as much as unbreaking, but the near-trivial repair makes up for it.
It's not that I want something less effective than a vanilla tool.
It's a case of "Why make a vanilla tool, given that a tic tool is better than what you can get in vanilla?"
And if TiC overwhelms vanilla, then it's no longer an alternative option, it becomes the "must-have".
In comparison, TreeCapitator has balance on the tree chopping. It can be enchantment only, or longer for height, or increased wear as the tree gets bigger, etc.
Yea, now that I think about it, the lumber axe here can be OP -- I don't recall a significant speed loss, and it did make silverwood saplings much easier to obtain.
* 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?
Was wondering if it would be difficult for you to make the Igniter be able to shut off the portal as well, like the RP2 version. Will have to find another way to shut it down if it's impossible.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Explosives always work. Not even joking in this case, lol. A creeper/piece of TNT can break the portal, and obviously obsidian is resistant to the explosions (and Seared Bricks as well are creeper proof). Only question is if the igniter can withstand an explosion.
Etho on Youtube has an automatic portal ignition... thing. He uses water in a dispenser to shut it off. Though pouring water on an Igniter shuts it off as well but as soon as the water is gone, it re-ignites. I'm sure you can figure out how to use that to your advantage...
Dodge34: I don't have numbers from the FTB launcher. I can't rely on those either; FTB didn't make a 1.5 pack until 1.6 was almost out. The amount of greif I received over people using old mods is... well, let's make it clear that the current 1.5.2 version is the final 1.5.2 version, and if you want bugfixes or new things you're making the choice to stay behind yourself.
Steelflame: That's not a bug, that's hilarious!
...okay, so it's a bug.
GrammieFi: TConstruct uses the vanilla fortune enchant for its things. It sounds like one of your other mods is interfering with it.
Keybounce: You aren't supposed to make vanilla tools. The only reason you can is because of mods that need them in crafting recipes.
elkillo: Jerky can be obtained by shoving meat on the drying rack, and then waiting.
Furious1964: Igniter make fire. Igniter put out fire. Portal is not fire.