I hope you realize how amazingly useful your PowerConverters mod is. I love having the machines from all of my mods work together off of a single, supermassive energy generation and storage system. I consider it essential for my mod-play experience. Thank you for making it.
Enchanting stacks of enchanted books is not working as it should. I got a stack of 19 Sharpness I enchanted books after putting a stack of 19 books in the enchanter.
Public service announcement:
Railcraft has added invisible "heat" blocks that are currently breaking all kinds of things, including fire, netherportals, tree growth, many multiblock systems, and pistons. The only way to disable this is to set the "hidden" block ID to 0 in the railcraft config. This announcement provided because having fake blocks in the air will prevent the MFR laser drill from firing.
Maybe a new machine that uses a tool/block/item's rightclick, or leftclick function when powered? sorta like immibis' blockbreakers and vazkii's tool dynamism tablets... Immibis doesn't provide rightclickitivity (idk if that's even a word), and tool dynamism tablets are from thaumic tinkerer, meaning you need thaumcraft, and I don't really want thaumcraft.
This is harder than you think as a nontrivial number of items expect a player.
You can make pretty colored fountains in every color, you can have pretty tanks, and maybe some, if not all, of the dyes can have straw effects. Come on, PC, your mod has the most liquid from a mod I know (maybe except plasmacraft and thinker's construct liquid metals) BUT STILL, you could set a world record if you add dyes I usually make a huge fountain for my bases, and with Liquid DyeTM I can get any color for fountains Also, dye factories would be a very beautiful and colorful thing. Maybe 1 dye=200 millibuckets of dye?
And maybe a simpler, infinite and reliable way of dying sheep, upon contact with liquid dye sheep get dyed. Also, random puddles of lapis lazuli underground, bone meal lakes, and maybe chocolate puddles in forests... And I sorta have an obsession for glass floors with colorful liquids under them... sorta like a mansion shark tank...
Yeah, it'd look cool but I don't know if I want to spend 16 block IDs doing that.
Just one more thing, how would I go about making a compact timer? I know I can do it with a large amount of redstone relays but I would like something that was maybe 1 block big.
I just want something that will turn on a machine at a configurable time and leave it on for a configurable time and then shut itself off again (eg: I could hook it up to a grinder and have it turn on every 20mins for 5mins). I have looked high and low for a mod that is able to do this with but have been unable to find one Do you know of one?
Programmable RedNet controllers. You'll need to use a counter to get the delay into that range, but it can be done.
Heya power crystals! We're having an issue with getting rednet wires to work right in a few situations. The weird thing is that the setup works in 1.5.1 with the MFR 655 build but refuses to work in 1.5.2 with any build after 724. I've made a little video showing the setup and whats going on. Some of the things we've tried thats not shown in this video that didn't help was replacing all the machinery and cables, and also setting the forced connection mode for the cables. Neither worked. So for now, we're using build 724 in 1.5.2 (which works) but we'd love to be able to use the 725+ builds (since I believe thats when you added the forced connection modes and many other things later down the road (looking at the chocolate milk!)). Any idea whats up? Is it a change we've missed or is this some kind of bug? Here's the vid:
I changed RedNet to ignore weak power inputs on cable-mode connections (vs plate-mode) and forgot to warn Algorithm. He's looking into changing AE on his end to make it work. Meantime you could bridge the two with a repeater or torch and it should work.
Enchanting stacks of enchanted books is not working as it should. I got a stack of 19 Sharpness I enchanted books after putting a stack of 19 books in the enchanter.
Did you enable the "BC compatible" mode in the config (that I really should remove because BC fixed that ages ago)? Normally it only accepts one item per slot; that option is there because in 1.4 BC would crash when interacting with inventories with a max under 64 and that option was added to recover worlds hit by that bug.
I changed RedNet to ignore weak power inputs on cable-mode connections (vs plate-mode) and forgot to warn Algorithm. He's looking into changing AE on his end to make it work. Meantime you could bridge the two with a repeater or torch and it should work.
Thank you sooooo much for the response, pc. Makes sense. Thanks for all the work on the mod. Loving it!
you do know MFR has its own logic block this can do a timer and all sorts of cool stuff
I didn't know that Guess I wasn't far enough into endgame, still setting up my house, machines, farms and only just got enough diamonds for a quarry and opened a Nether Portal. I've only been playing for 2 weeks or so Thanks for the tip dude!
Programmable RedNet controllers. You'll need to use a counter to get the delay into that range, but it can be done.
Awesome! Now I won't have hundreds of cows running around my house! They seem to glitch out of my pens (even though they are 2 fences high) and go wild. They also make a hell of a noise when they are all trying to cram into a 5x5 space haha. Now I just need more Emeralds to set up my sheep . Gotta grind that essence son!
I managed to find immibis and ask him - you can pipe mob essence into LXP machines and they'll accept it, at 1mB mob essence = 2mB LXP.
That is awesome! I'll definitely be using both mods machines! They might both do the same thing but they are both such amazing mods that it's worth the work and space! Thanks for taking the time to clear that up for me.
What machine do I use to automate all the seeds of FTB (Wheat, Corn, Flax and Henequen) and the farming of Carrots and Potatoes?
You know FTB has a wiki for this sort of thing right? Hell even the Tekkit one works.
Since I am here though:
You need a planter to plant the seeds.
A fertiliser to fertilise them (instant growth).
To make fertiliser you need a Composter which takes sewage from a sewage collector.
To collect sewage you need animals or you can bucket it in from world gen (pumping hasn't been implemented yet).
Then you need a harvester to harvest them.
To do all this you need power to power them. I would recommend a minimum of 6 MJ/t (more is faster).
You know FTB has a wiki for this sort of thing right? Hell even the Tekkit one works.
Since I am here though:
You need a planter to plant the seeds.
A fertiliser to fertilise them (instant growth).
To make fertiliser you need a Composter which takes sewage from a sewage collector.
To collect sewage you need animals or you can bucket it in from world gen (pumping hasn't been implemented yet).
Then you need a harvester to harvest them.
To do all this you need power to power them. I would recommend a minimum of 6 MJ/t (more is faster).
Thank you. that points me in the right direction, now I'm hoping to find a tutorial on how to build this correctly on YouTube.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Thank you. that points me in the right direction, now I'm hoping to find a tutorial on how to build this correctly on YouTube.
That's the part that will take the longest. It took me days to get all my energy/liquid/transport pipes routed the way I wanted them. Then again I am pretty OCD about spacings and symmetry.
Wylker did a really comprehensive spotlight, it's the one I used to get started
1) Make different sized mobs cost different amount of mob essence. This way huge mobs added by other mods should be costly to constantly spawn and farm like Elephants, Wyern, etc.
or
2) The longer the mob spawner runs, the more mob essence is required for each mob to spawn. If the user wants it to be cheap again, he/she needs to power the mob spawner down for a couple minutes and start it up again. Make it unexploitable by disallowing repeater that switch it on and off in fast succession to circumvent this system.
I like 1 (and I've thought about it before) but there's a few issues. For one I do not know the size of the mob until after I create it; another is that some bigger mobs are less valuable than some smaller ones (spiders v cave spiders, ghasts v TF minighasts...). It doesn't make sense from a gameplay standpoint.
2 runs against the point of the mod which is to make stuff as easy to use as possible so that is not happening.
Remember though, as of 2.6 you can adjust the autospawner work costs in the config.
The whole railcraft invisible heat block thing is hilarious, players are supposed to leave a trail behind via "heat blocks" but apparently those blocks interfere with multiblock structures... Even disabling the damn thing apparently doesn't work XD
Oh, no liquid dye then And, what's the stats on chocolate milk? is it worth it to make dispenser-timer-tesseract "sipping outposts" around my castle? Can't check for myself...
I dont know if anyone else is having this problem, but I just cant seem to load seeds (or carrots) back into the planter. The items just seem to pop out of the BC pipes. Just to test, I also tried using the BC hopper to load things and that fails too.
I have tried loading from all sides, but things keep popping out.
There's one thing i don't like about MFR... It counts as 20 mods in the title screen counter D: And that scares my friends from playing a modded instance of minecraft... according to that, i have 93 mods, which would overwhelm anyone :/
But the weird thing is that in the mods list MFR only says it has 10 child mods, not 19 :/
On top of the problem with BuildCraft pumps and MFR liquids, MFR 2.6.1 seems to break pumping oil if you attempt to pump an MFR liquid first and then try to pump oil in that world. The pump won't suck up any oil, just as if you were trying to pump an MFR liquid. The solution is to either remove the BuildCraft API folder from the jar or just not attempt to pump MFR liquids. I spent like two hours troubleshooting a simple oil pump before I realized MFR had broken the world.
Regarding the problem with pumps and MFR liquids, I thought I had a nice solution involving IC2 pumps, BC pipes, and RailCraft loaders. Then I realized that a bug was causing the pump to produce infinite buckets when used with any MFR liquid. This happens with or without the BC API folder. I guess it wouldn't have worked anyway because an IC2 pump only sucks up the block directly below it.
Oh, no liquid dye then And, what's the stats on chocolate milk? is it worth it to make dispenser-timer-tesseract "sipping outposts" around my castle? Can't check for myself...
I don't have the numbers in front of me but it gives pretty good buffs.
I'm having a small issue that my cow grinder setup... its not picking up items... Anyone else had this?
On latest 1.5.2 release..
Bug in tinker's construct. Maybe I should add that as a grinder tooltip because I amgetting tired of people thinking it's a bug in MFR (not your fault thought!)
I dont know if anyone else is having this problem, but I just cant seem to load seeds (or carrots) back into the planter. The items just seem to pop out of the BC pipes. Just to test, I also tried using the BC hopper to load things and that fails too.
I have tried loading from all sides, but things keep popping out.
There's one thing i don't like about MFR... It counts as 20 mods in the title screen counter D: And that scares my friends from playing a modded instance of minecraft... according to that, i have 93 mods, which would overwhelm anyone :/
But the weird thing is that in the mods list MFR only says it has 10 child mods, not 19 :/
Some of them aren't marked as child mods correctly. I'll try to correct this for 2.6.2.
On top of the problem with BuildCraft pumps and MFR liquids, MFR 2.6.1 seems to break pumping oil if you attempt to pump an MFR liquid first and then try to pump oil in that world. The pump won't suck up any oil, just as if you were trying to pump an MFR liquid. The solution is to either remove the BuildCraft API folder from the jar or just not attempt to pump MFR liquids. I spent like two hours troubleshooting a simple oil pump before I realized MFR had broken the world.
Regarding the problem with pumps and MFR liquids, I thought I had a nice solution involving IC2 pumps, BC pipes, and RailCraft loaders. Then I realized that a bug was causing the pump to produce infinite buckets when used with any MFR liquid. This happens with or without the BC API folder. I guess it wouldn't have worked anyway because an IC2 pump only sucks up the block directly below it.
I've never heard of this before. Can you get me the version of BC used and screenshots of the setups?
how old are you?where and when and how did you learn programming?
Railcraft has added invisible "heat" blocks that are currently breaking all kinds of things, including fire, netherportals, tree growth, many multiblock systems, and pistons. The only way to disable this is to set the "hidden" block ID to 0 in the railcraft config. This announcement provided because having fake blocks in the air will prevent the MFR laser drill from firing.
This is harder than you think as a nontrivial number of items expect a player.
Yeah, it'd look cool but I don't know if I want to spend 16 block IDs doing that.
I could but I'm not sure if I want to. I tend to leave that stuff to the API for other modders to work with.
Programmable RedNet controllers. You'll need to use a counter to get the delay into that range, but it can be done.
I changed RedNet to ignore weak power inputs on cable-mode connections (vs plate-mode) and forgot to warn Algorithm. He's looking into changing AE on his end to make it work. Meantime you could bridge the two with a repeater or torch and it should work.
25, self-taught.
Did you enable the "BC compatible" mode in the config (that I really should remove because BC fixed that ages ago)? Normally it only accepts one item per slot; that option is there because in 1.4 BC would crash when interacting with inventories with a max under 64 and that option was added to recover worlds hit by that bug.
INFORMATION WANTS TO BE WRONG
Thank you sooooo much for the response, pc. Makes sense. Thanks for all the work on the mod. Loving it!
I managed to find immibis and ask him - you can pipe mob essence into LXP machines and they'll accept it, at 1mB mob essence = 2mB LXP.
INFORMATION WANTS TO BE WRONG
I didn't know that Guess I wasn't far enough into endgame, still setting up my house, machines, farms and only just got enough diamonds for a quarry and opened a Nether Portal. I've only been playing for 2 weeks or so Thanks for the tip dude!
Awesome! Now I won't have hundreds of cows running around my house! They seem to glitch out of my pens (even though they are 2 fences high) and go wild. They also make a hell of a noise when they are all trying to cram into a 5x5 space haha. Now I just need more Emeralds to set up my sheep . Gotta grind that essence son!
That is awesome! I'll definitely be using both mods machines! They might both do the same thing but they are both such amazing mods that it's worth the work and space! Thanks for taking the time to clear that up for me.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
You know FTB has a wiki for this sort of thing right? Hell even the Tekkit one works.
Since I am here though:
You need a planter to plant the seeds.
A fertiliser to fertilise them (instant growth).
To make fertiliser you need a Composter which takes sewage from a sewage collector.
To collect sewage you need animals or you can bucket it in from world gen (pumping hasn't been implemented yet).
Then you need a harvester to harvest them.
To do all this you need power to power them. I would recommend a minimum of 6 MJ/t (more is faster).
Thank you. that points me in the right direction, now I'm hoping to find a tutorial on how to build this correctly on YouTube.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
That's the part that will take the longest. It took me days to get all my energy/liquid/transport pipes routed the way I wanted them. Then again I am pretty OCD about spacings and symmetry.
Wylker did a really comprehensive spotlight, it's the one I used to get started
Video here:
I like 1 (and I've thought about it before) but there's a few issues. For one I do not know the size of the mob until after I create it; another is that some bigger mobs are less valuable than some smaller ones (spiders v cave spiders, ghasts v TF minighasts...). It doesn't make sense from a gameplay standpoint.
2 runs against the point of the mod which is to make stuff as easy to use as possible so that is not happening.
Remember though, as of 2.6 you can adjust the autospawner work costs in the config.
INFORMATION WANTS TO BE WRONG
Oh, no liquid dye then And, what's the stats on chocolate milk? is it worth it to make dispenser-timer-tesseract "sipping outposts" around my castle? Can't check for myself...
On latest 1.5.2 release..
I have tried loading from all sides, but things keep popping out.
Any ideas?
Are you using the grinder, or the slaughterhouse? The grinder will put out items, and the slaughterhouse will put out liquid meat.
But the weird thing is that in the mods list MFR only says it has 10 child mods, not 19 :/
Regarding the problem with pumps and MFR liquids, I thought I had a nice solution involving IC2 pumps, BC pipes, and RailCraft loaders. Then I realized that a bug was causing the pump to produce infinite buckets when used with any MFR liquid. This happens with or without the BC API folder. I guess it wouldn't have worked anyway because an IC2 pump only sucks up the block directly below it.
I don't have the numbers in front of me but it gives pretty good buffs.
Bug in tinker's construct. Maybe I should add that as a grinder tooltip because I amgetting tired of people thinking it's a bug in MFR (not your fault thought!)
Do vanilla hoppers work?
Some of them aren't marked as child mods correctly. I'll try to correct this for 2.6.2.
I've never heard of this before. Can you get me the version of BC used and screenshots of the setups?
INFORMATION WANTS TO BE WRONG
Yes, they do. Seems really inconvenient to have to use vanilla hoppers instead of BC pipes.
That was more a sanity check than suggesting you have to do that. What version of MFR/BC?
INFORMATION WANTS TO BE WRONG