Do you mean the soul stone (which only restores health) or the body stone (which only restores hunger)?
soul stone. because if you can regen health via hunger what is the need for another item that does that so body stone stops short of regen levels or at least it used to
I have as yet to determine which is more frightening; the possibility that there may be other life in the universe or the possibility that we are entirely alone.~Bill Watterson through Calvin
Ok here's my problem. I run a tekkit server with this in it, and I've been trying to add the darkmatter axe, the redmatter axe, and the katar to the list of tools that trigger the treechopper plugin's tree disintegration. I tried both the numbers in the mod_EE.props file and the numbers that are normally associated with the tools...even both. I've reloaded both the whole server as well as the treechopper plugin. I figured I'd ask over here in case someone has run into this issue before. If not, can somone point me in the right direction?
Ok here's my problem. I run a tekkit server with this in it, and I've been trying to add the darkmatter axe, the redmatter axe, and the katar to the list of tools that trigger the treechopper plugin's tree disintegration. I tried both the numbers in the mod_EE.props file and the numbers that are normally associated with the tools...even both. I've reloaded both the whole server as well as the treechopper plugin. I figured I'd ask over here in case someone has run into this issue before. If not, can somone point me in the right direction?
Don't mention Tekkit.
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"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
I know it's a bit early, with you only getting the mod less than a month ago, but are you planning on adding enchants to the Dark and Red Matter Tools, or do you think they have enough power already?
while Xeno was in power he said that enchants were not coming but pahimar has not addressed the subject
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I have as yet to determine which is more frightening; the possibility that there may be other life in the universe or the possibility that we are entirely alone.~Bill Watterson through Calvin
Am I the only one having issues with the Dark Matter Furnace? It doubles the ores as it's supposed to, and smelts alot faster, but whenever another material to be smelted is in the queue, instead of moving the product to it's small storage on the right of the GUI, I instead end up with losing the entire stack of Ore/Stone.
I don't know if it a bug or not but the ignition ring isn't working how it should be supposed to. The projectile it fires doesnt hurt mobs nor it lights the ground on fire. Also it doesnt change sand into glass, unfreezes ice, etc...
On a side note, im using the 1.2.3 version, but since the 1.2.4 version only says that it was updated on the changelog i think it doesnt have much importance. Also im using the 1.4.1.64 version of the forge.
Am I the only one having issues with the Dark Matter Furnace? It doubles the ores as it's supposed to, and smelts alot faster, but whenever another material to be smelted is in the queue, instead of moving the product to it's small storage on the right of the GUI, I instead end up with losing the entire stack of Ore/Stone.
I don't know if it a bug or not but the ignition ring isn't working how it should be supposed to. The projectile it fires doesnt hurt mobs nor it lights the ground on fire. Also it doesnt change sand into glass, unfreezes ice, etc...
On a side note, im using the 1.2.3 version, but since the 1.2.4 version only says that it was updated on the changelog i think it doesnt have much importance. Also im using the 1.4.1.64 version of the forge.
That is a bug that pahimar is working on
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I have as yet to determine which is more frightening; the possibility that there may be other life in the universe or the possibility that we are entirely alone.~Bill Watterson through Calvin
how can i patch minecraft when i have this mod installed (i want to use sphax purebdcraft but i cant as 1. the addon is only for 64x and 2. i cant patch MC to use a 64x texture pack! ) HELP!
Doesn't take long if you know how to play the mod.
And what?
ughh i looked on the wiki and it shows the klein charging thing... im at like 500k now just saying its not gonna be soon
make three or four 17 5 collector arrays with a collector in the middleand let the amr fill and move the klien star around between them
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I have as yet to determine which is more frightening; the possibility that there may be other life in the universe or the possibility that we are entirely alone.~Bill Watterson through Calvin
Could you add planes,guns,and vehicles mod compatiblity please. these mods go together very well in prevous versions and i would like to be able to use them again
Could you add planes,guns,and vehicles mod compatiblity please. these mods go together very well in prevous versions and i would like to be able to use them again
Sounds like you need to ask them to make a Forge compatibility patch, ask them to use Forge, or ask Lex to undo the changes (s)he made to Forge.
I would like to make a suggestion, pahimar (and no, it is not a resubmittal of my previous one).
Many people use buildcraft and this mod in conjuncture with eachother, and some find that they have so much EMC that they have no clue what to do with it, but also want to run buildcraft engines like there is no tomorrow. Unfortunately, Aeternalis fuel will not work in any of the machines (no, I am not suggesting that; read on), so there are limited alchemical means that will allow you to power these machines. But, since this mod uses the buildcraft API anyways, I got to thinking that we may aswell use one of the features: creating different fuels using the refineries.
This suggestion comes in two parts, really.
1) Liquified Dark Matter. Even though Dark Matter is a solid by nature and is not very volatile, it may be liquified by using various acceleration tecniques. By placing several pieces of dark matter into a laser crafting table and using those lasers to super-heat the dark matter faster than a volcanite can set the world on fire, the matter is aggitated to a state where the molecular bonds (Element 142 on the Periodic Table) start to collapse and liquify. This substance is encased using the excess dark matter that was left over in the laser process into a very safe bucket! Make sure you don't spill this stuff, since it can make a mess!
This liquid awesomeness then goes through a buildcraft refinery with buildcraft (regular) fuel, where it is converted at a SLOW rate to Dark Fuel at a conversion of 10 - 1 fuel to Dark Fuel, and at a ratio of 100 - 1 Dark Matter liquid to dark fuel. (I.e. 10 Fuel and 100 liquid dark matter makes 1 dark fuel). This fuel is (obviously) much more potent than any fuel so far, allowing a combustion engine to run for ... a while.
2) Buildcraft Upgraded Equipment.
This suggestion is more of a minor annoyance when it comes to using build craft factories. For instance, when using a machine that is using a blueprint, you need to have those specific items in order for the machine to work: sure, this can be solved with a few condenser chains, but when you have multiple items that need to be crafted in specific quantities, it becomes a very big headache.
So, when BC is installed, these separate blocks (such as the DarkMatter Builder) uses the matter in the adjacent condenser (yes, ONLY a condenser) and converts this raw EMC into the blocks used by the machine. What it does, in layman terms, is it creates the blocks for that specific segment in advance and dumps it into the inventory of the machine. SO, if you have a complicated blueprint that needs to be repeated, you can have the machine make the specific quantities of blocks that are needed and have it craft them for you.
EXCEPTIONS: all items in Buildcraft, or other mods, that do not have an EMC value (via request or other reasons) need to be placed manually into the condenser that is adjacent to the machine. For instance, logic gates are made using the lasers, and for the lasers to have a use the gates are not assigned an EMC value, and must be placed into the condenser before initiating the build.
More ideas can follow, but this is something that I though of while speculating about inter-mod compatability.
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
~remembers how old EE2 was, and downloads new version~
~looks at the recipes for the items~ O.e
When and way did the cost of making the basic blocks (the Energy Collector and Condenser) get so expensive?
EDIT: Never mind, it's aeternalis fuel on the top and bottom row and dark matter in the middle row.
AAA
DDD
AAA
D darkmatter
A Aeternalis Fuel
soul stone. because if you can regen health via hunger what is the need for another item that does that so body stone stops short of regen levels or at least it used to
Found your problem.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Don't mention Tekkit.
Nothing to see here, move along.
On a side note, im using the 1.2.3 version, but since the 1.2.4 version only says that it was updated on the changelog i think it doesnt have much importance. Also im using the 1.4.1.64 version of the forge.
I haven't played this sense 1.7
I miss those days
and i know v6 is only 700k... but isnt 1.4.2 the most updated and v6 is just like awhile ago version?
I don't see why we need to discuss Modpacks here. If you want to know- Ask Yogcast.
Doesn't take long if you know how to play the mod.
And what?
That is a bug that pahimar is working on
And what?
ughh i looked on the wiki and it shows the klein charging thing... im at like 500k now just saying its not gonna be soon
Sounds like you need to ask them to make a Forge compatibility patch, ask them to use Forge, or ask Lex to undo the changes (s)he made to Forge.
I don't see Lex changing things back.
RP2 is better.
Many people use buildcraft and this mod in conjuncture with eachother, and some find that they have so much EMC that they have no clue what to do with it, but also want to run buildcraft engines like there is no tomorrow. Unfortunately, Aeternalis fuel will not work in any of the machines (no, I am not suggesting that; read on), so there are limited alchemical means that will allow you to power these machines. But, since this mod uses the buildcraft API anyways, I got to thinking that we may aswell use one of the features: creating different fuels using the refineries.
This suggestion comes in two parts, really.
1) Liquified Dark Matter. Even though Dark Matter is a solid by nature and is not very volatile, it may be liquified by using various acceleration tecniques. By placing several pieces of dark matter into a laser crafting table and using those lasers to super-heat the dark matter faster than a volcanite can set the world on fire, the matter is aggitated to a state where the molecular bonds (Element 142 on the Periodic Table) start to collapse and liquify. This substance is encased using the excess dark matter that was left over in the laser process into a very safe bucket! Make sure you don't spill this stuff, since it can make a mess!
This liquid awesomeness then goes through a buildcraft refinery with buildcraft (regular) fuel, where it is converted at a SLOW rate to Dark Fuel at a conversion of 10 - 1 fuel to Dark Fuel, and at a ratio of 100 - 1 Dark Matter liquid to dark fuel. (I.e. 10 Fuel and 100 liquid dark matter makes 1 dark fuel). This fuel is (obviously) much more potent than any fuel so far, allowing a combustion engine to run for ... a while.
2) Buildcraft Upgraded Equipment.
This suggestion is more of a minor annoyance when it comes to using build craft factories. For instance, when using a machine that is using a blueprint, you need to have those specific items in order for the machine to work: sure, this can be solved with a few condenser chains, but when you have multiple items that need to be crafted in specific quantities, it becomes a very big headache.
So, when BC is installed, these separate blocks (such as the DarkMatter Builder) uses the matter in the adjacent condenser (yes, ONLY a condenser) and converts this raw EMC into the blocks used by the machine. What it does, in layman terms, is it creates the blocks for that specific segment in advance and dumps it into the inventory of the machine. SO, if you have a complicated blueprint that needs to be repeated, you can have the machine make the specific quantities of blocks that are needed and have it craft them for you.
EXCEPTIONS: all items in Buildcraft, or other mods, that do not have an EMC value (via request or other reasons) need to be placed manually into the condenser that is adjacent to the machine. For instance, logic gates are made using the lasers, and for the lasers to have a use the gates are not assigned an EMC value, and must be placed into the condenser before initiating the build.
More ideas can follow, but this is something that I though of while speculating about inter-mod compatability.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
~looks at the recipes for the items~ O.e
When and way did the cost of making the basic blocks (the Energy Collector and Condenser) get so expensive?