PC would it be possible for you to add the ability to set item ID's to 0 to disable the item from within game?
Also di you sort out that bug with the rednote block?
My only question is, what would it take to convince PC to make a less efficient biofuel producer, one based on methanol production, which could take ANYTHING organic... from wood to (TE) sawdust to grass and leaf clippings to apples, wheat, IC2 plants, netherwart, Harvestcraft veggies, thread, rotten meat, leather, steaks, eggs, or whatever. so long as it's organic. It probably wouldn't gain any efficiency from Variety, but it would be a wonderful way to get rid of excess crops and stuff. (You could even have it reprocess sludge into biofuel... how cool would that be if you'd rather not use a sludge boiler?
I've always been a little confused as to why you cannot actually use wheat, honey, sugar, cactus, or apples to make Bio. I understand that there's a game balance to worry about, but... rum, brandy, mead, whiskey, and tequila burn REALLY REALLY well. Ethanol FTW.
The main issue is defining the set of "everything organic" is difficult unless I make that another API call, and imagine how many items I would have to add for harvestcraft. Total pain in the butt.
PC would it be possible for you to add the ability to set item ID's to 0 to disable the item from within game?
Also di you sort out that bug with the rednote block?
I'm wary of providing that because most of the time I get asked that it's because someone else thinks another mod is "more balanced" which doesn't really make me too excited to do it. What are you wanting to disable?
The main issue is defining the set of "everything organic" is difficult unless I make that another API call, and imagine how many items I would have to add for harvestcraft. Total pain in the butt.
HarvestCraft uses the OreDictionary. listAllFruit, listAllVeggie, listAllSeed, stuff like that.
The main issue is defining the set of "everything organic" is difficult unless I make that another API call, and imagine how many items I would have to add for harvestcraft. Total pain in the butt.
How's the api define it now?
And I dunno much about HC... It always struck me as simply way, way too much. Don't get me wrong, I think there should be a few more farmables in the game, but what is it...like 60 fruits and vegetables? I'd be happy with like... beans, and some kinda plant that is comfortable in the desert, like pomegranate or pineapple.
The issue is "everything organic" covers a ton of mods. Beyond harvestcraft I have to worry about natura, magical crops, forestry, twilight forest... I could spend an hour just listing mods. It's insane. That's why the bioreactor is just plantables - I already have that list.
i have the mod it works aside from the stained glass which doesn't craft in the crafting table could this be a bug? because i really wanted stained in my survival tell me if you have any suggestions
Hey PC. I was playing around with MFR 2.6.2 and Applied Energistices v10.n in creative, and for some reason the Rednet Cable doesn't seem to fully recognize AE's ME Level Emitter. It appears to connect, with a color ring and everything, but it doesn't recognize an actual signal.
Here's a reproduction. I set up a small ME network (controller, drive + storage, access terminal, Redstone Energy Cell) and placed an emitter on the controller faced away horizontally. (I mention this because the AE site mentions trouble with RP2 and vertical connections.) By default, it emits a redstone signal. I place a Redstone Lamp next to it and it lights up. I replace the lamp with a line of two redstone and a lamp and they all light up. I replace the redstone next to the lamp with a Rednet Cable and the lamp lights up. I replace the other redstone with a Rednet Cable and the light turns off, even though by all appearances the cable appears to connect to the emitter.
I don't know if this is an MFR problem or an AE problem, but I thought I'd start here.
i have the mod it works aside from the stained glass which doesn't craft in the crafting table could this be a bug? because i really wanted stained in my survival tell me if you have any suggestions
Hey PC. I was playing around with MFR 2.6.2 and Applied Energistices v10.n in creative, and for some reason the Rednet Cable doesn't seem to fully recognize AE's ME Level Emitter. It appears to connect, with a color ring and everything, but it doesn't recognize an actual signal.
Here's a reproduction. I set up a small ME network (controller, drive + storage, access terminal, Redstone Energy Cell) and placed an emitter on the controller faced away horizontally. (I mention this because the AE site mentions trouble with RP2 and vertical connections.) By default, it emits a redstone signal. I place a Redstone Lamp next to it and it lights up. I replace the lamp with a line of two redstone and a lamp and they all light up. I replace the redstone next to the lamp with a Rednet Cable and the lamp lights up. I replace the other redstone with a Rednet Cable and the light turns off, even though by all appearances the cable appears to connect to the emitter.
I don't know if this is an MFR problem or an AE problem, but I thought I'd start here.
I think this may have been reported earlier, but for a work around you can just have a piece of redstone between it.
Quote from KOSTOYA »
Hello, first of all wanted to give my sincere congratulations on the evolution that has given this wonderful mod, thanks.
I am currently having a problem with the LiquiCrafter in the preparation of the recipe of the coolant cell, it is not possible to make them without first creating empty cell, is this due to a bug of this mod or it may be for other reasons?, or this so now created on purpose.
thanks again and sorry for my rusty English
What do you mean are you referring to the fact you need a container with the liquid to define the recipe?
Also part one of my new mod spotlight is going up now:
It's up now
Also can anyone give me a link, or tell me where to get a current version (1.5.2) of IC2?
Wow. These mods are steadily becoming more (and more, and more, and more, and *infinitely loops*) amazing!
Keep up the good work, Powercrystals! This is some truly amazing stuff.
Rollback Post to RevisionRollBack
Define Cute (choose 1): A) Creepers Aerbunnies C) Herobrine. If you chose A): You appeal to destruction and to stereotypes. If you chose B): You are a perfectly normal person, and enjoy the Aether Mod. If you chose C): Please leave the planet now before you set off a nuclear warhead--no one enjoys mass murders, however nice they might seem to you.
Found a dupe bug with MFR and Thaumcraft: If a stone golem is placed on top of a liquicrafter and has a valid destination, it will take items out of the template and move them, even though they are supposed to be "ghost" items. Tested with the newest everything (forge 7.8.0.732, MFR 2.6.2, Thaumcraft 3.0.5e). Used this setup:
Thank you, That is greatly appreciated, I couldn't seem to get my mining laser (the MFR one) running, those things just eat up mj, and I find EU a lot easier to set up.
Anyway I finished part one of my mod spotlight, it goes over the basics, and the item transport system (minus the rails, I ALWAYS seem to forget them), the plant farming, and the auto brewer, block breaker, fisher, and auto jukebox. Part 2 covers everything animal related, and it covers the liquids in the mod, (how you make them, and what you use them for) and the Aesthetic blocks. Part 3 covers mostly the PRC and also the Mining laser.
I'm really enjoying the rednet controller and am looking to use it to control a grand junction with railcraft switches. One thing I haven't figured out is how to lengthen a pulse lengthener for more than 255 ticks. I'm feeding an input signal, and a constant of 255 right now. I tried a couple different tricks to get it to accept a variable longer than 255 in place of the constant, but none seemed to work.
i have the mod it works aside from the stained glass which doesn't craft in the crafting table could this be a bug? because i really wanted stained in my survival tell me if you have any suggestions
Hey PC. I was playing around with MFR 2.6.2 and Applied Energistices v10.n in creative, and for some reason the Rednet Cable doesn't seem to fully recognize AE's ME Level Emitter. It appears to connect, with a color ring and everything, but it doesn't recognize an actual signal.
Here's a reproduction. I set up a small ME network (controller, drive + storage, access terminal, Redstone Energy Cell) and placed an emitter on the controller faced away horizontally. (I mention this because the AE site mentions trouble with RP2 and vertical connections.) By default, it emits a redstone signal. I place a Redstone Lamp next to it and it lights up. I replace the lamp with a line of two redstone and a lamp and they all light up. I replace the redstone next to the lamp with a Rednet Cable and the lamp lights up. I replace the other redstone with a Rednet Cable and the light turns off, even though by all appearances the cable appears to connect to the emitter.
I don't know if this is an MFR problem or an AE problem, but I thought I'd start here.
Hello, first of all wanted to give my sincere congratulations on the evolution that has given this wonderful mod, thanks.
I am currently having a problem with the LiquiCrafter in the preparation of the recipe of the coolant cell, it is not possible to make them without first creating empty cell, is this due to a bug of this mod or it may be for other reasons?, or this so now created on purpose.
thanks again and sorry for my rusty English
Found a dupe bug with MFR and Thaumcraft: If a stone golem is placed on top of a liquicrafter and has a valid destination, it will take items out of the template and move them, even though they are supposed to be "ghost" items. Tested with the newest everything (forge 7.8.0.732, MFR 2.6.2, Thaumcraft 3.0.5e). Used this setup:
Thank you, That is greatly appreciated, I couldn't seem to get my mining laser (the MFR one) running, those things just eat up mj, and I find EU a lot easier to set up.
Anyway I finished part one of my mod spotlight, it goes over the basics, and the item transport system (minus the rails, I ALWAYS seem to forget them), the plant farming, and the auto brewer, block breaker, fisher, and auto jukebox. Part 2 covers everything animal related, and it covers the liquids in the mod, (how you make them, and what you use them for) and the Aesthetic blocks. Part 3 covers mostly the PRC and also the Mining laser.
I'm really enjoying the rednet controller and am looking to use it to control a grand junction with railcraft switches. One thing I haven't figured out is how to lengthen a pulse lengthener for more than 255 ticks. I'm feeding an input signal, and a constant of 255 right now. I tried a couple different tricks to get it to accept a variable longer than 255 in place of the constant, but none seemed to work.
That is actually somewhat difficult right now. You could do something silly like add a variable to itself a bunch of times because variables are persisted unless overwritten, or even just add 255+255 for double the range. Eventually I want to add some way to enter arbitrary numbers into the system.
minefactory dosnt seem to work in my mudpack after a few seconds with it on it will lag out and say shutting down server no crash just a black screen that is when I am playing minecraft
That is actually somewhat difficult right now. You could do something silly like add a variable to itself a bunch of times because variables are persisted unless overwritten, or even just add 255+255 for double the range. Eventually I want to add some way to enter arbitrary numbers into the system.
Thanks, I tried that before, but I think I found the problem with my setup. I had another operation to reset the "stored variable" back to 0 with a second button press, but I think the controller was executing that operation regardless of whether the button was pressed.
Maybe I've missed it someplace, but is there a resource for non-electrical engineers for understanding each of the PRC functions? I've tried looking up a few of them with google and results are hit or miss.
minefactory dosnt seem to work in my mudpack after a few seconds with it on it will lag out and say shutting down server no crash just a black screen that is when I am playing minecraft
At least post your forge client log on pastebin or something.
Thanks, I tried that before, but I think I found the problem with my setup. I had another operation to reset the "stored variable" back to 0 with a second button press, but I think the controller was executing that operation regardless of whether the button was pressed.
Maybe I've missed it someplace, but is there a resource for non-electrical engineers for understanding each of the PRC functions? I've tried looking up a few of them with google and results are hit or miss.
The Technic wiki is trying to start doing that, at some point I want to do a pass and at least list all the pins.
Also di you sort out that bug with the rednote block?
I thought that what the config options that say things like "B:BlockSmasher.Recipe.Enabled=true" were for... turning off recipes.
1) Signatures, 2) Irony, 3) Lists
The main issue is defining the set of "everything organic" is difficult unless I make that another API call, and imagine how many items I would have to add for harvestcraft. Total pain in the butt.
I'm wary of providing that because most of the time I get asked that it's because someone else thinks another mod is "more balanced" which doesn't really make me too excited to do it. What are you wanting to disable?
Rednote crash is fixed in the beta.
Added in the beta.
INFORMATION WANTS TO BE WRONG
HarvestCraft uses the OreDictionary. listAllFruit, listAllVeggie, listAllSeed, stuff like that.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
How's the api define it now?
And I dunno much about HC... It always struck me as simply way, way too much. Don't get me wrong, I think there should be a few more farmables in the game, but what is it...like 60 fruits and vegetables? I'd be happy with like... beans, and some kinda plant that is comfortable in the desert, like pomegranate or pineapple.
INFORMATION WANTS TO BE WRONG
Here's a reproduction. I set up a small ME network (controller, drive + storage, access terminal, Redstone Energy Cell) and placed an emitter on the controller faced away horizontally. (I mention this because the AE site mentions trouble with RP2 and vertical connections.) By default, it emits a redstone signal. I place a Redstone Lamp next to it and it lights up. I replace the lamp with a line of two redstone and a lamp and they all light up. I replace the redstone next to the lamp with a Rednet Cable and the lamp lights up. I replace the other redstone with a Rednet Cable and the light turns off, even though by all appearances the cable appears to connect to the emitter.
I don't know if this is an MFR problem or an AE problem, but I thought I'd start here.
Are you using ceramic dye?
I think this may have been reported earlier, but for a work around you can just have a piece of redstone between it.
What do you mean are you referring to the fact you need a container with the liquid to define the recipe?
Also part one of my new mod spotlight is going up now:
It's up now
Also can anyone give me a link, or tell me where to get a current version (1.5.2) of IC2?
As far as I know, IC2 is still in beta. You can get a bleeding edge copy at
http://ic2api.player...080/job/IC2_lf/
Keep up the good work, Powercrystals! This is some truly amazing stuff.
Thank you, That is greatly appreciated, I couldn't seem to get my mining laser (the MFR one) running, those things just eat up mj, and I find EU a lot easier to set up.
Anyway I finished part one of my mod spotlight, it goes over the basics, and the item transport system (minus the rails, I ALWAYS seem to forget them), the plant farming, and the auto brewer, block breaker, fisher, and auto jukebox. Part 2 covers everything animal related, and it covers the liquids in the mod, (how you make them, and what you use them for) and the Aesthetic blocks. Part 3 covers mostly the PRC and also the Mining laser.
Does NEI display it as having a recipe?
AE issue.
Fixed in 2.6.2.
Thaumcraft issue.
Youtube is offline, of course.
That is actually somewhat difficult right now. You could do something silly like add a variable to itself a bunch of times because variables are persisted unless overwritten, or even just add 255+255 for double the range. Eventually I want to add some way to enter arbitrary numbers into the system.
INFORMATION WANTS TO BE WRONG
Thanks, I tried that before, but I think I found the problem with my setup. I had another operation to reset the "stored variable" back to 0 with a second button press, but I think the controller was executing that operation regardless of whether the button was pressed.
Maybe I've missed it someplace, but is there a resource for non-electrical engineers for understanding each of the PRC functions? I've tried looking up a few of them with google and results are hit or miss.
At least post your forge client log on pastebin or something.
The Technic wiki is trying to start doing that, at some point I want to do a pass and at least list all the pins.
INFORMATION WANTS TO BE WRONG