As for the DM pickaxe, which version of this mod are you using? I think that bug might have been fixed, but I could be wrong.
I am at 1.4.1.2 it worked before I updated to 1.4.1.2 earlier today it would drop my items at my spawn point which was right next to me instead of them just vanishing.
Incase you didn't know, the ignition ring also turned sand into glass.
Hello There. I have installed this mod and everything that it requires. I have a big proooblem. I Dont know what is wrong. I Make new map and i have the red morning star(from tmi). I Max it to the maximum level. And take the Mega Impact mode.. Then when i click the right button of my mouse nothing happens. The same with the rest of the items. I Have everything propely installed watched 4 tutorials,reinstalled 3 times and dunno what is happening. The same with the Abyss helmet. I need to breath in water. Please help ;(.
Pretty dang sure that it requires fuel to use the special abilities of the items.
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I am at 1.4.1.2 it worked before I updated to 1.4.1.2 earlier today it would drop my items at my spawn point which was right next to me instead of them just vanishing.
Incase you didn't know, the ignition ring also turned sand into glass.
Ah, in that case it's a bug that has yet to be fixed. On the bright side, at the rate Pahimar is fixing bugs, it shouldn't be too long. And even if it takes a while, hopefully the 1.3 vanilla update will help put SMP mod bugs on the front burner of most mod developer's stoves.* (I haven't watched the Jeb interview yet, but I hear rumors that SSP is gonna be recoded to be a local SMP server in the 1.3 update)
Edit: *In retrospect, that sounded much less labor intensive when I originally typed it out.
There is a bug that I found - you cannot upgrade klein stars in a crafting table unless they are empty. One can work around it in the game, but it is very inconvenient.
There is a bug that I found - you cannot upgrade klein stars in a crafting table unless they are empty. One can work around it in the game, but it is very inconvenient.
I am at 1.4.1.2 it worked before I updated to 1.4.1.2 earlier today it would drop my items at my spawn point which was right next to me instead of them just vanishing.
Known SMP bug that I have fixed but I haven't released. I want to fix up a few more things before I release it, and I intend to release it for MC 1.2.3.
Yes the Ignition RIng/Ring of Arcana will melt Obsidian to Magma, and Sand to Glass. This is not new actually!
Is it possible to split the permissions for collectors/relays down by Mk or enable some sort of cost/rate options in the config. I like the idea of EE but I find the Mk3 arrays too powerful for use in anything but a creative server.
Possibly also add a config option to only allow fully charged items to be used in recipes (e.g. red matter tools, klein stars, p. stone) and have that use drain them.
This specifically is one of the things I most want in EE, and has been on my list for some time. I will be implementing a new configuration system that will allow people to have much more granular control over what you can do with EE in the near future (1.2.4).
I very recently got my hands on enough materials to actually start using the mod. I found out an imbalance.
The regular MineCraft recipe allows players to make Stone Slabs out of Stone. 3 Stone gets you 6 Stone Slabs. The problem here is that Stone AND Stone Slabs both have the value of 1 EMC. Using that recipe you can essentially double your EMCs, and when you transmute the slabs back into Stone you can do the whole process again and again. Free EMCs for everyone.
I very recently got my hands on enough materials to actually start using the mod. I found out an imbalance.
The regular MineCraft recipe allows players to make Stone Slabs out of Stone. 3 Stone gets you 6 Stone Slabs. The problem here is that Stone AND Stone Slabs both have the value of 1 EMC. Using that recipe you can essentially double your EMCs, and when you transmute the slabs back into Stone you can do the whole process again and again. Free EMCs for everyone.
Items have to have whole values for EMC in the current system, and this exploit is so small that its honestly nothing. A cobble gen would produce more EMC/s than "exploiting" this.
So, Pahimar, with the game having updated to 1.2.4, do we know if the mod still works or not? I haven't checked yet, but am rather scared to do so - 1.2.4 is supposedly just a bunch of bugfixes, but there's still the possibility of incompatibilities.
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So, Pahimar, with the game having updated to 1.2.4, do we know if the mod still works or not? I haven't checked yet, but am rather scared to do so - 1.2.4 is supposedly just a bunch of bugfixes, but there's still the possibility of incompatibilities.
Have to wait for MCP, MLMP and Forge to update before I can update EE2 for MC 1.2.3. It won't work because the name mappings have changed. Give it a few days and we'll be updated.
What are the EMC values going to be for Forestry Bee products? Will the values be for the honeycombs or for the products you get from them? The latter is easier to base off of the alternate recipes for torches, Glistering Melon, etc. It would also prevent people from eliminating the Centrifuge part of their production line.
Edit: Would it be possible to make the Volcanite and Evertide Amulets work so that you can dump the liquid directly into a Buildcraft Tank?
What are the EMC values going to be for Forestry Bee products? Will the values be for the honeycombs or for the products you get from them? The latter is easier to base off of the alternate recipes for torches, Glistering Melon, etc. It would also prevent people from eliminating the Centrifuge part of their production line.
Edit: Would it be possible to make the Volcanite and Evertide Amulets work so that you can dump the liquid directly into a Buildcraft Tank?
I'll think about Amulet interactivity with Buildcraft tanks. I imagine that would be pretty cool.
As for Forestry products; I haven't thought too much about that yet. There are some changes to EE2's back end code I want to do before getting into more stuff like that. Look for it sometime after the 1.2.4 update.
Have to wait for MCP, MLMP and Forge to update before I can update EE2 for MC 1.2.3. It won't work because the name mappings have changed. Give it a few days and we'll be updated.
Sounds good. Just as well, because I think I want to wait for Thaumcraft 2 to be released, anyway - as if I didn't have enough mods already...
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Why is the wall of fire release with the arcana ring (possibly with ignition ring as well) so wide even on the lowest charge? That could easily cause fires you don't want.
Way back when xen first made the charged impact items, he has made it clear obsidian would never be affected by them. Why then are people reporting it turns into magma when targeted by the ignition ring? Is this related to the same bug where the projectiles will not start fire? Please tell me that's the case.
@Pahimar Please look into the hurricane boots and the swiftwolf/arcana ring. The interaction when both are equipped and on could be improved. (Although why the boots, needing two swiftwolf to craft, don't just let you fly is beyond me)
Lastly I could have sworn the amulets prevent speed loss while under water/lava. Am I forgetting something?
*On a side note, while wearing fulled gem armor and the lava amulets and such, when i went under lava, i could see clearly, as if i was in midair. I don't have this issue on smp, so is it purposeful?
Why is the wall of fire release with the arcana ring (possibly with ignition ring as well) so wide even on the lowest charge? That could easily cause fires you don't want.
I agree, it should be changed, but currently it is a low priority compared to other bugs/funny interactions. Trust me I'll get around to it (this is similiar to the pillar mode of the Mercurial Eye giving you MASSIVE pillars).
Way back when xen first made the charged impact items, he has made it clear obsidian would never be affected by them. Why then are people reporting it turns into magma when targeted by the ignition ring? Is this related to the same bug where the projectiles will not start fire? Please tell me that's the case.
This was added when x3n0 updated for MC 1.0; it is not related to buggy projectiles.
@Pahimar Please look into the hurricane boots and the swiftwolf/arcana ring. The interaction when both are equipped and on could be improved. (Although why the boots, needing two swiftwolf to craft, don't just let you fly is beyond me)
Another thing that's been on my list for a while, and once again it will be gotten to in time. (EDIT: Saw your earlier post re: Hurricane Boots. The bugginess is not related to the new world height - its related to the boots themselves.)
I don't know about Amulet's providing immunity to speed reduction in water/lava in the past because I never used them for that, but it's not something I intend to add back in if that's the case. They give you the ability to breath underwater and immunity to fire - they don't allow you to magically travel through the liquids as if they are not there.
As for vision while under lava, not a clue. Likely vanilla because we do nothing with the liquids.
Personally I think the Transmutation tablet is too powerful. Even with the material and fuel lock it still feels you are in creative mode after you make one.
Also nova catalyst feels useless as you can just turn it into destruction catalyst and never bother with it again. There is always plenty of fuel around for destruction catalyst.
The Transmutation tablet is very powerful. The Quarry in buildcraft is also very powerful. But the great thing is no one forces anyone to use either one. The matter and fuel lock is really useless since it can be easily overridden if you've got a kline star, but I think the modster is aware of this. And you really can't compare this mod to creative mode. One thing you need an item before you can reproduce it (from the tablet anyway) and another you need EMC. Being able to reproduce a valuable item like diamond, gold even iron takes some time. So there's really no comparison to creative. If anything I personally feel the transmutation tablet is a bit too cheap in cost. Compared with the portable tablet (which seems way over priced in comparison) it's a steal.
And the nova catalyst. I only used it to make the destruction cat also, but I'm sure some use it. Like the electric hoe in IC2 which I've seen someone use before I've never had the urge. I usually make a stone hoe, use it once and pitch it. I'm really not into hoeing...well
ok I lost my train of thought what were we talkin about again?
Noob to server mods: I have ModLoaderMP Server and the server version of Forge installed. I can see the items on the server version of EE, but I can't use them. I get booted each time I try to craft or use any of them.
It's my own server, I'm opped, and I can get EE to work perfectly fine for single player. I am running v1.4.1.3 of EE on the server and client. Each time I get booted, the server message says: Psytrin lost connection: disconnect.genericReason .
about the fractional value... if EE have no problems with big numbers shouldn't be a solution to make actual values all x10 to be able to have values under the cobblestone (doing like so even glass pane could have an approximately right value)
I am at 1.4.1.2 it worked before I updated to 1.4.1.2 earlier today it would drop my items at my spawn point which was right next to me instead of them just vanishing.
Incase you didn't know, the ignition ring also turned sand into glass.
Pretty dang sure that it requires fuel to use the special abilities of the items.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Ah, in that case it's a bug that has yet to be fixed. On the bright side, at the rate Pahimar is fixing bugs, it shouldn't be too long. And even if it takes a while, hopefully the 1.3 vanilla update will help put SMP mod bugs on the front burner of most mod developer's stoves.* (I haven't watched the Jeb interview yet, but I hear rumors that SSP is gonna be recoded to be a local SMP server in the 1.3 update)
Edit: *In retrospect, that sounded much less labor intensive when I originally typed it out.
Here are pics - http://s1156.photobucket.com/albums/p573/Syrahl6696/Minecraft - EqEx Bug Report/
Update your EE; that bug was fixed a while ago.
Known SMP bug that I have fixed but I haven't released. I want to fix up a few more things before I release it, and I intend to release it for MC 1.2.3.
Yes the Ignition RIng/Ring of Arcana will melt Obsidian to Magma, and Sand to Glass. This is not new actually!
This specifically is one of the things I most want in EE, and has been on my list for some time. I will be implementing a new configuration system that will allow people to have much more granular control over what you can do with EE in the near future (1.2.4).
I'll see about adding it to the P Stone Recipe addon.
It rounds up. You can't have fractional watches.
I very recently got my hands on enough materials to actually start using the mod. I found out an imbalance.
The regular MineCraft recipe allows players to make Stone Slabs out of Stone. 3 Stone gets you 6 Stone Slabs. The problem here is that Stone AND Stone Slabs both have the value of 1 EMC. Using that recipe you can essentially double your EMCs, and when you transmute the slabs back into Stone you can do the whole process again and again. Free EMCs for everyone.
Items have to have whole values for EMC in the current system, and this exploit is so small that its honestly nothing. A cobble gen would produce more EMC/s than "exploiting" this.
Have to wait for MCP, MLMP and Forge to update before I can update EE2 for MC 1.2.3. It won't work because the name mappings have changed. Give it a few days and we'll be updated.
Edit: Would it be possible to make the Volcanite and Evertide Amulets work so that you can dump the liquid directly into a Buildcraft Tank?
I'll think about Amulet interactivity with Buildcraft tanks. I imagine that would be pretty cool.
As for Forestry products; I haven't thought too much about that yet. There are some changes to EE2's back end code I want to do before getting into more stuff like that. Look for it sometime after the 1.2.4 update.
Sounds good. Just as well, because I think I want to wait for Thaumcraft 2 to be released, anyway - as if I didn't have enough mods already...
Way back when xen first made the charged impact items, he has made it clear obsidian would never be affected by them. Why then are people reporting it turns into magma when targeted by the ignition ring? Is this related to the same bug where the projectiles will not start fire? Please tell me that's the case.
@Pahimar Please look into the hurricane boots and the swiftwolf/arcana ring. The interaction when both are equipped and on could be improved. (Although why the boots, needing two swiftwolf to craft, don't just let you fly is beyond me)
Lastly I could have sworn the amulets prevent speed loss while under water/lava. Am I forgetting something?
*On a side note, while wearing fulled gem armor and the lava amulets and such, when i went under lava, i could see clearly, as if i was in midair. I don't have this issue on smp, so is it purposeful?
I agree, it should be changed, but currently it is a low priority compared to other bugs/funny interactions. Trust me I'll get around to it (this is similiar to the pillar mode of the Mercurial Eye giving you MASSIVE pillars).
This was added when x3n0 updated for MC 1.0; it is not related to buggy projectiles.
Another thing that's been on my list for a while, and once again it will be gotten to in time. (EDIT: Saw your earlier post re: Hurricane Boots. The bugginess is not related to the new world height - its related to the boots themselves.)
I don't know about Amulet's providing immunity to speed reduction in water/lava in the past because I never used them for that, but it's not something I intend to add back in if that's the case. They give you the ability to breath underwater and immunity to fire - they don't allow you to magically travel through the liquids as if they are not there.
As for vision while under lava, not a clue. Likely vanilla because we do nothing with the liquids.
The Transmutation tablet is very powerful. The Quarry in buildcraft is also very powerful. But the great thing is no one forces anyone to use either one. The matter and fuel lock is really useless since it can be easily overridden if you've got a kline star, but I think the modster is aware of this. And you really can't compare this mod to creative mode. One thing you need an item before you can reproduce it (from the tablet anyway) and another you need EMC. Being able to reproduce a valuable item like diamond, gold even iron takes some time. So there's really no comparison to creative. If anything I personally feel the transmutation tablet is a bit too cheap in cost. Compared with the portable tablet (which seems way over priced in comparison) it's a steal.
And the nova catalyst. I only used it to make the destruction cat also, but I'm sure some use it. Like the electric hoe in IC2 which I've seen someone use before I've never had the urge. I usually make a stone hoe, use it once and pitch it. I'm really not into hoeing...well
ok I lost my train of thought what were we talkin about again?
'this' is worth between 12 and 16 EMC? So each letter is either 3 or 4 EMC?
It's my own server, I'm opped, and I can get EE to work perfectly fine for single player. I am running v1.4.1.3 of EE on the server and client. Each time I get booted, the server message says: Psytrin lost connection: disconnect.genericReason .
:3