I finally crafted an unstable ingot block. That was a rush. And an ordeal.
I do have a bit of a bug, though. When I was (trying to) craft the block, I had "Java exception: / by diamond" happen a few times. I was crafting in a Tinkers Construct crafting station, which is like a crafting table with a tile entity so that you can leave items in it. When I came back from my bed, the ingots were still there, flashing away, saying that they were going to explode in 0.0 seconds. I understand that this is the way that the mod works. So, I have no problem with that. My problem is, that I tried to craft a hoe with those ingots. It wouldn't work. (The ingots still exploded the moment that I threw them out or put them in my inventory, by the way.)
For those who have never tried to make unstable ingots, 'Java exception: / by diamond" was not a crash. It happens to be the death message that you get when the ingots murder your face.
Have I mentioned that I love this mod?
Also, I would like to suggest compressed netherack. That stuff can fill up a barrel in no time at all.
less mods means its less likely that things break, and less mods to maintain and update. installing thermal expansion or industrial craft to power a single block, that would be useful for my magic based mod pack seems pretty excessive. not to mention, that you actually have to set up a power generation system to use it.
so i would prefer, if the pump either works very slowly on its own, if it accepts other forms of power like ars magica and thaumcraft essence, or the better solution would probably be if extra utilities itself had some method to provide the pump with power.
The beta version adds various RF generators which can power it.
less mods means its less likely that things break, and less mods to maintain and update. installing thermal expansion or industrial craft to power a single block, that would be useful for my magic based mod pack seems pretty excessive. not to mention, that you actually have to set up a power generation system to use it.
so i would prefer, if the pump either works very slowly on its own, if it accepts other forms of power like ars magica and thaumcraft essence, or the better solution would probably be if extra utilities itself had some method to provide the pump with power.
I noted this in a reply to someone else, but I'll assume you didn't read it.
The ender-thermic pump will not work for the purpose you have for it. As far as I'm aware, it only moves lava in the nether. It won't move your Ars Magica pools in the overworld. I find it curious why you'd want to use a tech pump if you only want magic mods anyway.
You might be better off lobbying Azanor for a new golum core where a golum can be linked to a lake of something (water, sludge, sewage, AM2 magic water, poison, hot springs) and with an appropriate bucket (can't move hot springs with anything other than an amathyst bucket), it'll set about emptying the lake. That would be more in keeping with your desire to only use magic based mods.
I am having an issue on my server where specific item's can't be crafted. For example, the watering can and the magnum torch, I cannot craft either of these, even though in the config they are on. I am using MCPC+ by the way.
The ender-thermic pump will not work for the purpose you have for it. As far as I'm aware, it only moves lava in the nether. It won't move your Ars Magica pools in the overworld.
The first post is really outdated, but the changelogs aren't. They've been changed to work with any liquid in 1.0, and made to work everywhere by default in 1.0.2.
[snip]
You might be better off lobbying Azanor for a new golum core where a golum can be linked to a lake of something (water, sludge, sewage, AM2 magic water, poison, hot springs) and with an appropriate bucket (can't move hot springs with anything other than an amathyst bucket), it'll set about emptying the lake. That would be more in keeping with your desire to only use magic based mods.
Kzorith
There already is a Golem Core for that in TC4. It's one of the later ones and I think is more meant for moving liquids about (as a magical alternative to BC Pipes, etc) but I remember reading the Thaumonomicon entry for it and it clearly mentioned always picking up a full bucket's worth of fluid if targeted on a fluid source.
Rollback Post to RevisionRollBack
When mango eggs fly, what is the square root of the tomato?
The first post is really outdated, but the changelogs aren't. They've been changed to work with any liquid in 1.0, and made to work everywhere by default in 1.0.2.
Thank you for correcting me. I wasn't aware of those changes but now I am. I withdraw my comment to IStoneI.
There already is a Golem Core for that in TC4. It's one of the later ones and I think is more meant for moving liquids about (as a magical alternative to BC Pipes, etc) but I remember reading the Thaumonomicon entry for it and it clearly mentioned always picking up a full bucket's worth of fluid if targeted on a fluid source.
Golems in the previous version of TC were able to move liquids around, but the assumption that was made is that the point that they are linked to will be an infinite source (i.e. refilling your crucible from an infinite water source). The core in TC4 is the Decanting core. I will have to try it to see if it will work on emptying a lake of non-infinite liquid.
Edit: I tried it with a wooden golem and a decanting core. While the golem could get the first few blocks when I clicked on them, it got increasingly harder for the golem to get the liquids as the source liquid blocks started flowing into the space where the others were, creating flows that the golem wasn't able to get out of. Obviously, this isn't going to work as a longer running solution.
I'm having trouble with the cursed earth not spawning anything. At first I thought it was the magnum torch, but neither removing it nor going into creative to set up a new patch of it did anything, and I did read that it's not supposed to have any effect on forced spawns anyway, soooo...
Anyway, I do have Mo' Creatures and Custom Mob Spawner installed, but I've seen someone with those mods make a functional Cursed Earth mob spawner on Youtube, so... I have no idea. Neither MoC nor CMS turn up any results in their threads on searching for "cursed earth" so I haven't the faintest clue how I could let the cursed earth function properly again.
What could I look into here?
ETA: I compared versions, and I'm using the same versions as that Youtuber - it's not that they're using the dev and I'm not or vice versa, neither of us is using the dev version.
ETA2: A monster spawner placed in there works just fine - it's just the cursed earth not functioning.
No, I don't. The peaceful table still crashes my world regardless of whether I have Ars Magica or not. I'm using the Direwolf20 pack. When I took Morph out, the table stopped crashing my world. I turn Ars Magica back on, and it still doesn't crash. The problem is with the Morph mod, probably because the table is killing mobs you don't have a morph of yet.
No, I don't. The peaceful table still crashes my world regardless of whether I have Ars Magica or not. I'm using the Direwolf20 pack. When I took Morph out, the table stopped crashing my world. I turn Ars Magica back on, and it still doesn't crash. The problem is with the Morph mod, probably because the table is killing mobs you don't have a morph of yet.
weird, mine was crashing and I didn't have morph installed. All I saw on the crash logs were ars magica mobs with the peaceful table. :/
No, I don't. The peaceful table still crashes my world regardless of whether I have Ars Magica or not. I'm using the Direwolf20 pack. When I took Morph out, the table stopped crashing my world. I turn Ars Magica back on, and it still doesn't crash. The problem is with the Morph mod, probably because the table is killing mobs you don't have a morph of yet.
The problem is with morph and will be corrected when DW officially releases the 1.0.12 version of his pack (it's there now if you want to use it, but it's not currently the recommended version).
I'm having trouble with the cursed earth not spawning anything. At first I thought it was the magnum torch, but neither removing it nor going into creative to set up a new patch of it did anything, and I did read that it's not supposed to have any effect on forced spawns anyway, soooo...
Anyway, I do have Mo' Creatures and Custom Mob Spawner installed, but I've seen someone with those mods make a functional Cursed Earth mob spawner on Youtube, so... I have no idea. Neither MoC nor CMS turn up any results in their threads on searching for "cursed earth" so I haven't the faintest clue how I could let the cursed earth function properly again.
What could I look into here?
ETA: I compared versions, and I'm using the same versions as that Youtuber - it's not that they're using the dev and I'm not or vice versa, neither of us is using the dev version.
ETA2: A monster spawner placed in there works just fine - it's just the cursed earth not functioning.
I'm having the same issue, and I cant figure out what is going on. Hopefully someone can help us answer it.
Edit: I disabled Custom Mob Spawner and it worked just fine. There is some conflict going on that nullifies the effect of cursed earth. I have no idea how to make them compatible again, though.
Magnum Torch doesn't work against Lycanite mobs or SpecialMobs jockey-type mobs. Is this something that needs to be resolved on their end or yours? Possible to add a config maybe to which mobs it affects? Thanks.
Yea, that would be useful. Stone pickaxe for mining stone actually works for making a path or a staircase down. I wouldn't want to dig out a big room with it, but it does have its use.
(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?
Hmmm was tearing my hair out trying to find a complete list of the servercommands extra utilities adds for operators, any chance of including those in the first post RWTema?
I finally crafted an unstable ingot block. That was a rush. And an ordeal.
I do have a bit of a bug, though. When I was (trying to) craft the block, I had "Java exception: / by diamond" happen a few times. I was crafting in a Tinkers Construct crafting station, which is like a crafting table with a tile entity so that you can leave items in it. When I came back from my bed, the ingots were still there, flashing away, saying that they were going to explode in 0.0 seconds. I understand that this is the way that the mod works. So, I have no problem with that. My problem is, that I tried to craft a hoe with those ingots. It wouldn't work. (The ingots still exploded the moment that I threw them out or put them in my inventory, by the way.)
For those who have never tried to make unstable ingots, 'Java exception: / by diamond" was not a crash. It happens to be the death message that you get when the ingots murder your face.
Have I mentioned that I love this mod?
Also, I would like to suggest compressed netherack. That stuff can fill up a barrel in no time at all.
Does anyone know if the pipes work with barrels?
The beta version adds various RF generators which can power it.
I noted this in a reply to someone else, but I'll assume you didn't read it.
The ender-thermic pump will not work for the purpose you have for it. As far as I'm aware, it only moves lava in the nether. It won't move your Ars Magica pools in the overworld. I find it curious why you'd want to use a tech pump if you only want magic mods anyway.
You might be better off lobbying Azanor for a new golum core where a golum can be linked to a lake of something (water, sludge, sewage, AM2 magic water, poison, hot springs) and with an appropriate bucket (can't move hot springs with anything other than an amathyst bucket), it'll set about emptying the lake. That would be more in keeping with your desire to only use magic based mods.
Kzorith
The first post is really outdated, but the changelogs aren't. They've been changed to work with any liquid in 1.0, and made to work everywhere by default in 1.0.2.
There already is a Golem Core for that in TC4. It's one of the later ones and I think is more meant for moving liquids about (as a magical alternative to BC Pipes, etc) but I remember reading the Thaumonomicon entry for it and it clearly mentioned always picking up a full bucket's worth of fluid if targeted on a fluid source.
Thank you for correcting me. I wasn't aware of those changes but now I am. I withdraw my comment to IStoneI.
Golems in the previous version of TC were able to move liquids around, but the assumption that was made is that the point that they are linked to will be an infinite source (i.e. refilling your crucible from an infinite water source). The core in TC4 is the Decanting core. I will have to try it to see if it will work on emptying a lake of non-infinite liquid.
Edit: I tried it with a wooden golem and a decanting core. While the golem could get the first few blocks when I clicked on them, it got increasingly harder for the golem to get the liquids as the source liquid blocks started flowing into the space where the others were, creating flows that the golem wasn't able to get out of. Obviously, this isn't going to work as a longer running solution.
Kz
Anyway, I do have Mo' Creatures and Custom Mob Spawner installed, but I've seen someone with those mods make a functional Cursed Earth mob spawner on Youtube, so... I have no idea. Neither MoC nor CMS turn up any results in their threads on searching for "cursed earth" so I haven't the faintest clue how I could let the cursed earth function properly again.
What could I look into here?
ETA: I compared versions, and I'm using the same versions as that Youtuber - it's not that they're using the dev and I'm not or vice versa, neither of us is using the dev version.
ETA2: A monster spawner placed in there works just fine - it's just the cursed earth not functioning.
weird, mine was crashing and I didn't have morph installed. All I saw on the crash logs were ars magica mobs with the peaceful table. :/
The problem is with morph and will be corrected when DW officially releases the 1.0.12 version of his pack (it's there now if you want to use it, but it's not currently the recommended version).
Kz
I'm having the same issue, and I cant figure out what is going on. Hopefully someone can help us answer it.
Edit: I disabled Custom Mob Spawner and it worked just fine. There is some conflict going on that nullifies the effect of cursed earth. I have no idea how to make them compatible again, though.
If you go to his twitter, you can download a version with the generators in it.
They'd have the same properties as normal stone tools (speed, attack damage, etc) but up to 9x the durability.
Yea, that would be useful. Stone pickaxe for mining stone actually works for making a path or a staircase down. I wouldn't want to dig out a big room with it, but it does have its use.
* 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?
I thumbs up'd because of your sig