I recently saw a video on youtube explaining a glitch where tall flowers can be duplicated by bonemealing them, and It occurred to me that tall flowers have twice the EMC value as bonemeal. just wanted to point out that you can get Infinite EMC from this and could really break the game. (here's a diamond for being awesome!)
so exactly how do I get Proto Matter ? it says WIP (Work In Progress) but the chalk did too and it worked just fine so im wondering how do I get this proto matter to make the tools and stuff ?
so exactly how do I get Proto Matter ? it says WIP (Work In Progress) but the chalk did too and it worked just fine so im wondering how do I get this proto matter to make the tools and stuff ?
You don't just yet. That, and the other forms of matter are being worked on in between work and Pahi Princess. The chalk shouldn't be saying that it's WIP now, though.
You should recreate Equivalent Exchange II. I think you should have two versions, like EE3 and EEX. The people who really like EE2 should have what they want. And the people who believe in equality, then they should stick with EE3. Just a suggestion.
First of all, did you consider how hard it might be to keep track of 2 simultaneous forks of the same mod? Second of all...
So odd bug, I was getting my AE2 setup going through EE3, went to get a storage cell, and it changed from a few thousand to EE3 one to No Value in the tablet. I had just recently put it into EE3 so I know it had a price at some point very recently (~45 minutes ago as of this writing).
Client crashes because I didn't notice the value had changed -- I can repeat the crash so let me know if it's needed.
I hop back in and a *huge* chunk of my EE3 setup is now bugged in the same way. Compressed Cobble, Extra Utilities upgrades, almost anything AE2 related, they all went no value at the same time. Outside of that crash I hadn't closed the client in a while, and the modpack I'm using (Forgecraft) doesn't think it was updated...
I know there was talk about EE3 getting an item blacklist, did that go live or something? And if so, did it stream it off a server someplace? Or did I miss a patch for the pack getting kicked in when I crashed?
Edit: And just like that, it's back to normal for everything except the storage cell. I'm confused.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/9/2012
Posts:
43
Member Details
Is there a way to burn the items directly to EMC?
Like there was in the past, a "furnace slot" in which every item placed was just converted into energy for the table?
Is there a way to burn the items directly to EMC?
Like there was in the past, a "furnace slot" in which every item placed was just converted into energy for the table?
Thanks in advance!
There is not at present. Best case scenario, the way of doing that will involve the Minium/Philosopher's Stone being the storage for that EMC.
Hey, I know you're trying really hard to keep this mod alive, and I appreciate it. But, seriously....this mod has so many problems with it right now, I literally cannot use it. It sucks. I tried to add it to my mod pack. I can make the aludel and other items necessary to make the stone, but when I right click them nothing happens.....absolutely nothing. They might as well not even be there. So, if I cheat the stone in, but it doesn't offer any way to craft anything. I can put it in my inventory, but none of the recipes seem to be there for transmutation.
I've also tried other versions, including the recommended version and it errors out telling me it's missiong the minium stone version 13.something, so it wont run. Either way, no matter what I do, i just can't use this mod, anymore.
.....is there any way you could just maybe bring the minium stone back to the way it was before in 1.5.2, when it was at its most stable? If you really think it's not costly enough to make, then just replace the stone for diamond in the recipe, and make it harder to get the shards of minium from monster drops. But compared to the other mods out there that simply trade EMC value, atleast the fixed items to transfer made it so much more sensible. And that version of equivalent exchange worked! i didn't have problems with adding it to my mod packs. Its also probably why you never see them in any other mod pack anymore, because they're too unstable!
Please.....I'm begging you, please offer us the older version of equivalent exchange again. I miss it so much.
Hey, I know you're trying really hard to keep this mod alive, and I appreciate it. But, seriously....this mod has so many problems with it right now, I literally cannot use it. It sucks. I tried to add it to my mod pack. I can make the aludel and other items necessary to make the stone, but when I right click them nothing happens.....absolutely nothing. They might as well not even be there. So, if I cheat the stone in, but it doesn't offer any way to craft anything. I can put it in my inventory, but none of the recipes seem to be there for transmutation.
I've also tried other versions, including the recommended version and it errors out telling me it's missiong the minium stone version 13.something, so it wont run. Either way, no matter what I do, i just can't use this mod, anymore.
.....is there any way you could just maybe bring the minium stone back to the way it was before in 1.5.2, when it was at its most stable? If you really think it's not costly enough to make, then just replace the stone for diamond in the recipe, and make it harder to get the shards of minium from monster drops. But compared to the other mods out there that simply trade EMC value, atleast the fixed items to transfer made it so much more sensible. And that version of equivalent exchange worked! i didn't have problems with adding it to my mod packs. Its also probably why you never see them in any other mod pack anymore, because they're too unstable!
Please.....I'm begging you, please offer us the older version of equivalent exchange again. I miss it so much.
If you want the old version of EE, it's called Project E. Otherwise, it works perfectly well for me. The Minium Stone has not been implemented as of yet, and I don't know why you're having problems with right clicking anything. The only pervading issue most of us have is our research disappearing. If you want to, Pahimar has a github that he checks far more often than Minecraft Forums, so post your issue there.
Uh....no. Project E trades points to make items. That makes it SUPER OP. I can make ingots out of wheat and zombie flesh. That's pretty much insane. Ontop of that, it has all that other op crap that I didn't want.
I'm not looking for the old dinosaur age cheaty parts of EE. I'm talking about the 1.5.2 version, when it was just a stone, and it was VERY specific on what could be traded. From ores you could get ores. From non ores you could get non-ores. That's how it always should have been.
That's what I like about this mod. The only issues I have is how glitchy it is and how I can't seem to get it to work most of the time. It just seemed so stable, when you simply had to kill monsters to get the shards, then circle it around the inert stone to make the minium stone. Ever since he's had those furnace things to make it, I've had real problems with this mod.
And I don't see why no one else is having these problems. I mean if that's the case, then why do you never see it in any new modpacks out there? Seriously, if you could tell me one 1.7.10 mod pack it's in out there, I'd appreciate it. Maybe from there, I can finally find a stable copy of it.
And again, I'm not worried about the cost it takes, I just miss the stability it used to have. A working version of this mod would be a nice change. But yeah, I'll check out the github, then.
Uh....no. Project E trades points to make items. That makes it SUPER OP. I can make ingots out of wheat and zombie flesh. That's pretty much insane. Ontop of that, it has all that other op crap that I didn't want.
I'm not looking for the old dinosaur age cheaty parts of EE. I'm talking about the 1.5.2 version, when it was just a stone, and it was VERY specific on what could be traded. From ores you could get ores. From non ores you could get non-ores. That's how it always should have been.
That's what I like about this mod. The only issues I have is how glitchy it is and how I can't seem to get it to work most of the time. It just seemed so stable, when you simply had to kill monsters to get the shards, then circle it around the inert stone to make the minium stone. Ever since he's had those furnace things to make it, I've had real problems with this mod.
And I don't see why no one else is having these problems. I mean if that's the case, then why do you never see it in any new modpacks out there? Seriously, if you could tell me one 1.7.10 mod pack it's in out there, I'd appreciate it. Maybe from there, I can finally find a stable copy of it.
And again, I'm not worried about the cost it takes, I just miss the stability it used to have. A working version of this mod would be a nice change. But yeah, I'll check out the github, then.
ForgeCraft on the Curse Launcher and FTB Launcher as well as ZeekDaGeek's World World pack on the FTB Launcher. Not to mention my own pack that I'm working on and looking to maybe publish at some point.
Also, forgive me on the Project E comment. So many people want "the old mod" and rarely remember EE3 from 1.4.7 and 1.5.2.
No problem. I personally don't understand why people liked the 'old old' version you were referencing. It was too op and offered absolutely no challenge. They had something similar on the 1.6.4 Mad pack, and turned the pack that should have been hard into an easy walk in the park. Needless to say, they got rid of it in the new update.
Also thank you for the pack names. I will look into that and see if I can snag it from there. Maybe then it'll work better for me.
I was trying to add something into the Running Red Mod. I really liked the new idea of having to kill for your ores, as well as scrounge trades to get berry bushes to get the ores you need. The only down side is I feel iron is soooo intensly needed, you can just never get enough, and end up with a lop sided amount of other elements. Throwing a Minium Stone in there I feel would make the pack perfect, but I don't want to make it stupid in the trading. After all, you get an over abundance of zombie flesh and bones in this pack, as well. If you can trade anything for anything, that could easily break the pack.
No problem. I personally don't understand why people liked the 'old old' version you were referencing. It was too op and offered absolutely no challenge. They had something similar on the 1.6.4 Mad pack, and turned the pack that should have been hard into an easy walk in the park. Needless to say, they got rid of it in the new update.
Also thank you for the pack names. I will look into that and see if I can snag it from there. Maybe then it'll work better for me.
I was trying to add something into the Running Red Mod. I really liked the new idea of having to kill for your ores, as well as scrounge trades to get berry bushes to get the ores you need. The only down side is I feel iron is soooo intensly needed, you can just never get enough, and end up with a lop sided amount of other elements. Throwing a Minium Stone in there I feel would make the pack perfect, but I don't want to make it stupid in the trading. After all, you get an over abundance of zombie flesh and bones in this pack, as well. If you can trade anything for anything, that could easily break the pack.
I believe that Pahimar has made it so you can heavily edit what can and can't be traded in the new system, making EE3 as OP or balanced as you want it to be.
I'm honestly looking forward to future updates as there are awesome armours, potions and other things being worked on to flesh out the mod. Not to mention, the artwork/sprite work by BigBadChris is bloody glorious. I've posted some of what I've found in this thread, so look it up if you want to see previews.
Also, Running Red is still one of my favorite packs, and I appreciate anyone trying to work on it as sadly, Gideon stopped working on both versions a while back.
Did they really? Wow, that's disappointing to hear. I really love that pack. I was hoping he just didn't get a chance to finish, yet. What a shame, so much potential. Not only is it a new and unique way of getting ores and making that alone difficult, but it also limits you on using techs I'm not familiar with, and forcing me to learn them in order to get any kind of technology. I'm really enjoying the challenge. It's so sad to hear they gave up on it.
It's great to hear the balancing factors he put in place. The problem is...I just can't get it to work. It's so disappointing, because I'd prefer that over any of the other options out there. That's why I'm hoping if I can atleast find 1 modpack that has it and is working, maybe I can get it to work for the pack I'm using.
Sadly, I've looked to the packs you offered as well, and that seemed to also reach a dead end. I can't find a pack code for Forgecraft anywhere (it also appears to be white listed, but I'm just trying to use it for single player, so I assumed that wouldn't matter). And oddly for the World World pack, it offers a number of mods in the pack that it doesn't actually give you once you download it....including EE. No clue why.
From what I hear, the new Horizons Daybreak has it, but I'm getting some really weird error having to do with java that prevents me from even loading it. It's very odd....I've never seen that before. No other mod packs do that, either.
I'm just having no luck. I guess for now I'm stuck with being forced to use Project E for the moment, modify the config to atleast refuse most of it's use, and try to ignore the opness of it (which is hard to do, when you know full well what you can do with it).
Anyway, thanks for trying to help, Moridin. That's actually much more than I'm used to getting in the forums.
Did they really? Wow, that's disappointing to hear. I really love that pack. I was hoping he just didn't get a chance to finish, yet. What a shame, so much potential. Not only is it a new and unique way of getting ores and making that alone difficult, but it also limits you on using techs I'm not familiar with, and forcing me to learn them in order to get any kind of technology. I'm really enjoying the challenge. It's so sad to hear they gave up on it.
It's great to hear the balancing factors he put in place. The problem is...I just can't get it to work. It's so disappointing, because I'd prefer that over any of the other options out there. That's why I'm hoping if I can atleast find 1 modpack that has it and is working, maybe I can get it to work for the pack I'm using.
Sadly, I've looked to the packs you offered as well, and that seemed to also reach a dead end. I can't find a pack code for Forgecraft anywhere (it also appears to be white listed, but I'm just trying to use it for single player, so I assumed that wouldn't matter). And oddly for the World World pack, it offers a number of mods in the pack that it doesn't actually give you once you download it....including EE. No clue why.
From what I hear, the new Horizons Daybreak has it, but I'm getting some really weird error having to do with java that prevents me from even loading it. It's very odd....I've never seen that before. No other mod packs do that, either.
I'm just having no luck. I guess for now I'm stuck with being forced to use Project E for the moment, modify the config to atleast refuse most of it's use, and try to ignore the opness of it (which is hard to do, when you know full well what you can do with it).
Anyway, thanks for trying to help, Moridin. That's actually much more than I'm used to getting in the forums.
You shouldn't need a pack code for ForgeCraft. Then again, I got it via the Curse launcher, so that might be why. And sorry you couldn't get WWP to work. That's really odd, as everything should be available to you there.
If I come across anything else, I'll let you know. Sadly, Gideon had a lot of other responsibilities as part of the FTB team that basically made it impossible to work on his own packs.
I'm glad I could help, if even a little bit. I do try to be so when I'm not yelling at people begging for updates or downgrades.
I'll try to keep you and the rest of the thread involved on what's going on, as Pahimar and EE3 are the things I actively sta.. I mean keep track of, as EE2 was fun when I first started Modded Minecraft, and EE3 looks to be going in a much more balanced direction now that the initial framework of the DynEMC system has finally been implemented.
It took me a lot of research for a mod pack that has it, but I finally found one I could download that was actually working....monumental from the at launcher, which I had to also privately add. The machines worked in it, yet I still couldn't get the stone to work. So, I checked out youtube to make sure I wasn't doing anything wrong.
But what I found kinda scared me. It sounds like EE3 is taking the same path as the other mods are, like Aethercraft, and Project E. Why would EE also move in the direction of trading things based on points? That doesn't sound balanced....I just don't understand. That's the one thing I thought EE was always focused on, was making sure their mod did not become op....the very reason they made the aludel and the calcinter, because they felt making the minium stone was originally too easy. Why would they go with the point system for trades? Now we're back to getting ores out of zombie flesh and garbage items no one would ever want, once again. o.O
Dear Pahimar,
I recently saw a video on youtube explaining a glitch where tall flowers can be duplicated by bonemealing them, and It occurred to me that tall flowers have twice the EMC value as bonemeal. just wanted to point out that you can get Infinite EMC from this and could really break the game. (here's a diamond for being awesome!)
Thank you! I got it fixed. It shows a lot of dedication that you are as active as you are!
so exactly how do I get Proto Matter ? it says WIP (Work In Progress) but the chalk did too and it worked just fine so im wondering how do I get this proto matter to make the tools and stuff ?
You don't just yet. That, and the other forms of matter are being worked on in between work and Pahi Princess. The chalk shouldn't be saying that it's WIP now, though.
First of all, did you consider how hard it might be to keep track of 2 simultaneous forks of the same mod? Second of all...
that
So odd bug, I was getting my AE2 setup going through EE3, went to get a storage cell, and it changed from a few thousand to EE3 one to No Value in the tablet. I had just recently put it into EE3 so I know it had a price at some point very recently (~45 minutes ago as of this writing).
Client crashes because I didn't notice the value had changed -- I can repeat the crash so let me know if it's needed.
I hop back in and a *huge* chunk of my EE3 setup is now bugged in the same way. Compressed Cobble, Extra Utilities upgrades, almost anything AE2 related, they all went no value at the same time. Outside of that crash I hadn't closed the client in a while, and the modpack I'm using (Forgecraft) doesn't think it was updated...
I know there was talk about EE3 getting an item blacklist, did that go live or something? And if so, did it stream it off a server someplace? Or did I miss a patch for the pack getting kicked in when I crashed?
Edit: And just like that, it's back to normal for everything except the storage cell. I'm confused.
Pahimar i have an idea, the philosophers stone can be used to summon a boss. But what kind i don't have that idea other than it being post-wither
Frustrated with a mod and need help?, Then click here
sans avatar i get it before you just go out and yell undertale fanboy at me tell me 1 good reason why that's terrible
if it's too lighthearted the game gets more dark and serious in the later parts and genocide
Is there a way to burn the items directly to EMC?
Like there was in the past, a "furnace slot" in which every item placed was just converted into energy for the table?
Thanks in advance!
There is not at present. Best case scenario, the way of doing that will involve the Minium/Philosopher's Stone being the storage for that EMC.
I just learned about ee2's philosopher stone
Frustrated with a mod and need help?, Then click here
sans avatar i get it before you just go out and yell undertale fanboy at me tell me 1 good reason why that's terrible
if it's too lighthearted the game gets more dark and serious in the later parts and genocide
Hey, I know you're trying really hard to keep this mod alive, and I appreciate it. But, seriously....this mod has so many problems with it right now, I literally cannot use it. It sucks. I tried to add it to my mod pack. I can make the aludel and other items necessary to make the stone, but when I right click them nothing happens.....absolutely nothing. They might as well not even be there. So, if I cheat the stone in, but it doesn't offer any way to craft anything. I can put it in my inventory, but none of the recipes seem to be there for transmutation.
I've also tried other versions, including the recommended version and it errors out telling me it's missiong the minium stone version 13.something, so it wont run. Either way, no matter what I do, i just can't use this mod, anymore.
.....is there any way you could just maybe bring the minium stone back to the way it was before in 1.5.2, when it was at its most stable? If you really think it's not costly enough to make, then just replace the stone for diamond in the recipe, and make it harder to get the shards of minium from monster drops. But compared to the other mods out there that simply trade EMC value, atleast the fixed items to transfer made it so much more sensible. And that version of equivalent exchange worked! i didn't have problems with adding it to my mod packs. Its also probably why you never see them in any other mod pack anymore, because they're too unstable!
Please.....I'm begging you, please offer us the older version of equivalent exchange again. I miss it so much.
If you want the old version of EE, it's called Project E. Otherwise, it works perfectly well for me. The Minium Stone has not been implemented as of yet, and I don't know why you're having problems with right clicking anything. The only pervading issue most of us have is our research disappearing. If you want to, Pahimar has a github that he checks far more often than Minecraft Forums, so post your issue there.
Uh....no. Project E trades points to make items. That makes it SUPER OP. I can make ingots out of wheat and zombie flesh. That's pretty much insane. Ontop of that, it has all that other op crap that I didn't want.
I'm not looking for the old dinosaur age cheaty parts of EE. I'm talking about the 1.5.2 version, when it was just a stone, and it was VERY specific on what could be traded. From ores you could get ores. From non ores you could get non-ores. That's how it always should have been.
That's what I like about this mod. The only issues I have is how glitchy it is and how I can't seem to get it to work most of the time. It just seemed so stable, when you simply had to kill monsters to get the shards, then circle it around the inert stone to make the minium stone. Ever since he's had those furnace things to make it, I've had real problems with this mod.
And I don't see why no one else is having these problems. I mean if that's the case, then why do you never see it in any new modpacks out there? Seriously, if you could tell me one 1.7.10 mod pack it's in out there, I'd appreciate it. Maybe from there, I can finally find a stable copy of it.
And again, I'm not worried about the cost it takes, I just miss the stability it used to have. A working version of this mod would be a nice change. But yeah, I'll check out the github, then.
ForgeCraft on the Curse Launcher and FTB Launcher as well as ZeekDaGeek's World World pack on the FTB Launcher. Not to mention my own pack that I'm working on and looking to maybe publish at some point.
Also, forgive me on the Project E comment. So many people want "the old mod" and rarely remember EE3 from 1.4.7 and 1.5.2.
No problem. I personally don't understand why people liked the 'old old' version you were referencing. It was too op and offered absolutely no challenge. They had something similar on the 1.6.4 Mad pack, and turned the pack that should have been hard into an easy walk in the park. Needless to say, they got rid of it in the new update.
Also thank you for the pack names. I will look into that and see if I can snag it from there. Maybe then it'll work better for me.
I was trying to add something into the Running Red Mod. I really liked the new idea of having to kill for your ores, as well as scrounge trades to get berry bushes to get the ores you need. The only down side is I feel iron is soooo intensly needed, you can just never get enough, and end up with a lop sided amount of other elements. Throwing a Minium Stone in there I feel would make the pack perfect, but I don't want to make it stupid in the trading. After all, you get an over abundance of zombie flesh and bones in this pack, as well. If you can trade anything for anything, that could easily break the pack.
I believe that Pahimar has made it so you can heavily edit what can and can't be traded in the new system, making EE3 as OP or balanced as you want it to be.
I'm honestly looking forward to future updates as there are awesome armours, potions and other things being worked on to flesh out the mod. Not to mention, the artwork/sprite work by BigBadChris is bloody glorious. I've posted some of what I've found in this thread, so look it up if you want to see previews.
Also, Running Red is still one of my favorite packs, and I appreciate anyone trying to work on it as sadly, Gideon stopped working on both versions a while back.
Did they really? Wow, that's disappointing to hear. I really love that pack. I was hoping he just didn't get a chance to finish, yet. What a shame, so much potential. Not only is it a new and unique way of getting ores and making that alone difficult, but it also limits you on using techs I'm not familiar with, and forcing me to learn them in order to get any kind of technology. I'm really enjoying the challenge. It's so sad to hear they gave up on it.
It's great to hear the balancing factors he put in place. The problem is...I just can't get it to work. It's so disappointing, because I'd prefer that over any of the other options out there. That's why I'm hoping if I can atleast find 1 modpack that has it and is working, maybe I can get it to work for the pack I'm using.
Sadly, I've looked to the packs you offered as well, and that seemed to also reach a dead end. I can't find a pack code for Forgecraft anywhere (it also appears to be white listed, but I'm just trying to use it for single player, so I assumed that wouldn't matter). And oddly for the World World pack, it offers a number of mods in the pack that it doesn't actually give you once you download it....including EE. No clue why.
From what I hear, the new Horizons Daybreak has it, but I'm getting some really weird error having to do with java that prevents me from even loading it. It's very odd....I've never seen that before. No other mod packs do that, either.
I'm just having no luck. I guess for now I'm stuck with being forced to use Project E for the moment, modify the config to atleast refuse most of it's use, and try to ignore the opness of it (which is hard to do, when you know full well what you can do with it).
Anyway, thanks for trying to help, Moridin. That's actually much more than I'm used to getting in the forums.
You shouldn't need a pack code for ForgeCraft. Then again, I got it via the Curse launcher, so that might be why. And sorry you couldn't get WWP to work. That's really odd, as everything should be available to you there.
If I come across anything else, I'll let you know. Sadly, Gideon had a lot of other responsibilities as part of the FTB team that basically made it impossible to work on his own packs.
I'm glad I could help, if even a little bit. I do try to be so when I'm not yelling at people begging for updates or downgrades.
I'll try to keep you and the rest of the thread involved on what's going on, as Pahimar and EE3 are the things I actively sta.. I mean keep track of, as EE2 was fun when I first started Modded Minecraft, and EE3 looks to be going in a much more balanced direction now that the initial framework of the DynEMC system has finally been implemented.
It took me a lot of research for a mod pack that has it, but I finally found one I could download that was actually working....monumental from the at launcher, which I had to also privately add. The machines worked in it, yet I still couldn't get the stone to work. So, I checked out youtube to make sure I wasn't doing anything wrong.
But what I found kinda scared me. It sounds like EE3 is taking the same path as the other mods are, like Aethercraft, and Project E. Why would EE also move in the direction of trading things based on points? That doesn't sound balanced....I just don't understand. That's the one thing I thought EE was always focused on, was making sure their mod did not become op....the very reason they made the aludel and the calcinter, because they felt making the minium stone was originally too easy. Why would they go with the point system for trades? Now we're back to getting ores out of zombie flesh and garbage items no one would ever want, once again. o.O
....I miss 1.5.2.
The Aludel needs a glass bell on top. Its a multi block, then you can right click it.
This is like the original dirt to diamonds mod, its supposed to work with a point system.
Does anyone have a example EMC value file including various mods items?