I wish he would also add some kind of future sci-fi space type ore (based on quarks?) for a new reactor or infusion type power system, or at least a uranium reactor based off Atomic Science by Calclavia.
This is one of the best made mods ever created specifically because it is exactly like it is. The developer has spent multiple years getting everything perfect, and he has queried the public for what they see as what is balanced and what is not. You do not need to use this mod if you feel you are being ripped off somehow, but he has a very large following of dedicated users that follow his every new entry into this wondrous mod, and you will be missing out on a lot of fun and discovery if you choose not to.
It is very hard to get 5x duplication, and VERY energy absorbent.
Oh found something bad. Cardboard box's allow you to place chests side by side by side by side causing for one insane bug and risk of losing everything in the chests.
I was moving my chests to a new storage area and placed a box between two sets and opened it.... it created a tripple sized bugged chest that ended up losing everything in trying to 'fix' it by picking back up the center chest.
You can also end up boxing half of your doors if you ry to open it with a box in hand.... removing the box leaves you with half a door and that ends up crashing the game if you try and use/break said door.
By the way, I LOVE the cardboard box's. Picking up anything and everything makes moving/rearanging so much more fun and easy. I at last have a means to move if I need to.
One fun thing I found is you can pick up thaumcraft nodes with it and move them, something you once needed to research the 'node in a jar' for. However re-placing the node in the world is as if you used the creative node placer, it randomizes the node. Personally I love this, it adds a risk to moving the nodes in such away as you may unpack it and get a sinister, tainted, or hungry node that starts eating up all the blocks around it.
However, I would recommend adding in a black list to keep some blocks from being packed and moveable. I was able to pack a 'fire block' of all things.
I want the ability to pack and unpack every single thing in the game modded and not, but a black list so we can set what can and cant be packed would be nice, one that we the player can change... do we want to be able to pack something as crazy as a thaumcraft node? Go for it! Do we want to not be able to? Add it to the list!
That way it can be balanced out, or we can have fun like it currently is and enjoy moving everything in the world!
I cannot get the chemical crystallizer to output under any circumstances (into another machine, Applied Energistic importers, Mekanism transporters, etc.). Is it meant to be a manual process?
So, I've seen a few people point out that MekanismInduction is now an obsolete package, and that "Induction" is now only handled by another mod called Resonant Induction. However, I've noticed that the MekanismInduction package is what contains the Universal Cables, this came to my awareness when I updated to Mekanism 6 on my server and all of the cables were removed, and I got messages in the server log about skipping all of the universal cable ids, meaning it was removing them from the world.
So I went to the RI docs page, and I see no mention of Universal Cables. Universal Cables aren't a part of that mod now are they? I assume that's surely not the case as the very first thing mentioned in this post's title is still "Universal Cable," and I also see screenshots in the first post with the new machines from Mekanism 6 powered by universal cables.
Am I missing something, or are Universal Cables not currently available with Mekanism v6?
So, I've seen a few people point out that MekanismInduction is now an obsolete package, and that "Induction" is now only handled by another mod called Resonant Induction. However, I've noticed that the MekanismInduction package is what contains the Universal Cables, this came to my awareness when I updated to Mekanism 6 on my server and all of the cables were removed, and I got messages in the server log about skipping all of the universal cable ids, meaning it was removing them from the world.
So I went to the RI docs page, and I see no mention of Universal Cables. Universal Cables aren't a part of that mod now are they? I assume that's surely not the case as the very first thing mentioned in this post's title is still "Universal Cable," and I also see screenshots in the first post with the new machines from Mekanism 6 powered by universal cables.
Am I missing something, or are Universal Cables not currently available with Mekanism v6?
They are still added but have been changed. Instead of one kind that does everything, there are now four kinds, each able to transfer/hold more power in/through them. There upgreadable. So yes the ID was skipped because the old one just don't exist at all anymore. There about the only thing that you will lose and need to replace, everything else can be fixed/switched just by changing and switching ID's around... like how all my ore blocks were changed to something else, looked up the ID for it and the ore and switched them to fix it.
So yeah all the old cables got removed, for me they all got replaced by energy cubes xD Lookit my screeny on the last page... it also boxed my windturbine.
They are still added but have been changed. Instead of one kind that does everything, there are now four kinds, each able to transfer/hold more power in/through them. There upgreadable. So yes the ID was skipped because the old one just don't exist at all anymore. There about the only thing that you will lose and need to replace, everything else can be fixed/switched just by changing and switching ID's around... like how all my ore blocks were changed to something else, looked up the ID for it and the ore and switched them to fix it.
So yeah all the old cables got removed, for me they all got replaced by energy cubes xD Lookit my screeny on the last page... it also boxed my windturbine.
Ahhh, okay. I'm fine with having to replace my cables if needed. I just recently went through a similar hassle with Thermal Expantion with the Item/Liquiducts updating, and it wasn't too bad.
However, I can't seem to find these new cables in NEI. Mind informing me what the new cables are called? I searched for "cable" and didn't see any Mekanism items.
Ahhh, okay. I'm fine with having to replace my cables if needed. I just recently went through a similar hassle with Thermal Expantion with the Item/Liquiducts updating, and it wasn't too bad.
However, I can't seem to find these new cables in NEI. Mind informing me what the new cables are called? I searched for "cable" and didn't see any Mekanism items.
Thanks for the info, though.
You probably still have an id conflict. When I switched from version 5.7.0 to 6.0.0, my electrolytic separators were purple and black, and when I looked at them they said "kill me". But when I wrenched or picked them the game crashed. So I reloaded my save, wrenched all the electrolytic separators up, and reinstalled 6.0.0
I moved the config file (mechanism.cfg) to my desktop and started the game. But I quit the game before I loaded a world. This way the new config file was loaded, but since I didn't load a world no ids were changed. I compared id's between the new config file and the old one on my desktop, and saved the old id's into the new file.
I always find conflicting id's that other programs miss with a program called Minecraft Item Id Reporter. It prints out a list of used and unused id's and shows which are conflicting. Find it HERE.
You can't see universal cables with mipmaping on any level. They dissapear in NEI and you can't see them if you move abput 5 blocks away. Here's screenshot: http://imgur.com/tkG8Rm6
I've stumbled upon another problem with id's. I've changed all id's from new config to correspond with old ones and checked that there's no conflicts of any kind. BUT, seems like mekanism just ignores some of the id's in config and substitues new ones - id's for dusts and ingots for example. I've set them to 11204 and 11205 correspondently, but ingame they just set themselves to 11460 and 11461. Again - no id conflicts anywhere. All other id's that are in 112xx range are also changed to 114xx. And that won't work with old world, people have lots of ingots and other kinds of mekanism stuff that will dissapear.
Is there any solution to this?
@dirz That's normal, Forge automatically adds 256 to item IDs so they won't conflict with minecraft block IDs.
I don't think that's normal. With mekanism 5.6.0 all id's in config are same ingame. With 6.0.1 it suddenly starts to add 256 to id's. Or you mean it wasn't normal before?
I don't think that's normal. With mekanism 5.6.0 all id's in config are same ingame. With 6.0.1 it suddenly starts to add 256 to id's. Or you mean it wasn't normal before?
In Mekanism 5.7.0, the item ids are shifted, along with most of the other mods I have installed apart from immibis mods (due to it subtracting 256 from the shifted item id). It is normal behaviour for the item ids to be shifted +256.
Now if only you'd add in them water wheels.
#Blocks
3005: BoundingBlock from Mekanism - CardboardBox from Mekanism
Suggested Ranges: 2479-2999 (521 IDs), 492-899 (408 IDs), 3011-3346 (336 IDs)
how fix that???
It is very hard to get 5x duplication, and VERY energy absorbent.
I was moving my chests to a new storage area and placed a box between two sets and opened it.... it created a tripple sized bugged chest that ended up losing everything in trying to 'fix' it by picking back up the center chest.
You can also end up boxing half of your doors if you ry to open it with a box in hand.... removing the box leaves you with half a door and that ends up crashing the game if you try and use/break said door.
By the way, I LOVE the cardboard box's. Picking up anything and everything makes moving/rearanging so much more fun and easy. I at last have a means to move if I need to.
One fun thing I found is you can pick up thaumcraft nodes with it and move them, something you once needed to research the 'node in a jar' for. However re-placing the node in the world is as if you used the creative node placer, it randomizes the node. Personally I love this, it adds a risk to moving the nodes in such away as you may unpack it and get a sinister, tainted, or hungry node that starts eating up all the blocks around it.
However, I would recommend adding in a black list to keep some blocks from being packed and moveable. I was able to pack a 'fire block' of all things.
I want the ability to pack and unpack every single thing in the game modded and not, but a black list so we can set what can and cant be packed would be nice, one that we the player can change... do we want to be able to pack something as crazy as a thaumcraft node? Go for it! Do we want to not be able to? Add it to the list!
That way it can be balanced out, or we can have fun like it currently is and enjoy moving everything in the world!
Digital Reality Private Pack - 200+ Mods, Dedi Server
So I went to the RI docs page, and I see no mention of Universal Cables. Universal Cables aren't a part of that mod now are they? I assume that's surely not the case as the very first thing mentioned in this post's title is still "Universal Cable," and I also see screenshots in the first post with the new machines from Mekanism 6 powered by universal cables.
Am I missing something, or are Universal Cables not currently available with Mekanism v6?
They are still added but have been changed. Instead of one kind that does everything, there are now four kinds, each able to transfer/hold more power in/through them. There upgreadable. So yes the ID was skipped because the old one just don't exist at all anymore. There about the only thing that you will lose and need to replace, everything else can be fixed/switched just by changing and switching ID's around... like how all my ore blocks were changed to something else, looked up the ID for it and the ore and switched them to fix it.
So yeah all the old cables got removed, for me they all got replaced by energy cubes xD Lookit my screeny on the last page... it also boxed my windturbine.
Ahhh, okay. I'm fine with having to replace my cables if needed. I just recently went through a similar hassle with Thermal Expantion with the Item/Liquiducts updating, and it wasn't too bad.
However, I can't seem to find these new cables in NEI. Mind informing me what the new cables are called? I searched for "cable" and didn't see any Mekanism items.
Thanks for the info, though.
I moved the config file (mechanism.cfg) to my desktop and started the game. But I quit the game before I loaded a world. This way the new config file was loaded, but since I didn't load a world no ids were changed. I compared id's between the new config file and the old one on my desktop, and saved the old id's into the new file.
I always find conflicting id's that other programs miss with a program called Minecraft Item Id Reporter. It prints out a list of used and unused id's and shows which are conflicting. Find it HERE.
The cables are still called Universal Cables.
Also, I sure wish we could still view the changes to the dev versions. That had become a daily ritual for me for a long, long time.
Is there any solution to this?
I don't think that's normal. With mekanism 5.6.0 all id's in config are same ingame. With 6.0.1 it suddenly starts to add 256 to id's. Or you mean it wasn't normal before?
In Mekanism 5.7.0, the item ids are shifted, along with most of the other mods I have installed apart from immibis mods (due to it subtracting 256 from the shifted item id). It is normal behaviour for the item ids to be shifted +256.