i did never think i ever would install a power converter mod before i saw this....thank you i have set it so i always lose 2/3 of my energy for balance, YAY (no i am not insane)
i am sondrex but you can call me sondrex76 if somebody know a forum admin can you tell me i realy want to talk with them about why i got banned for no reason at all.
can you add some more complex recepies for the power converters mod? the current recepies are....well,
i dont meen to be negative but i think they could be better. maby cost more respurces and have recepi options in the config file? it could be one that was nemed easy, one for hard, and one for greg tec also it could use recepies from other mods so it could use componets from more mods. i just think that power conversion should have some more complex recepies.
i am sondrex but you can call me sondrex76 if somebody know a forum admin can you tell me i realy want to talk with them about why i got banned for no reason at all.
Can you add a option in the config to disable these small "MFR-Compact" mods?
Or is there another way to disable them?
FML doesn't have a way to disable mods for some reason, but if you want to remove one you can just delete it - open MFR's jar (or zip if you're on an old one), and find the 'powercrystals/minefactoryreloaded/modhelpers' folder. Inside that is one folder per mod. Just delete whatever you don't want from there. You should be able to still connect to servers that have these as they aren't marked as necessary on either side.
Can I ask why though? Are you a server owner that feels its interaction with some other mod is too powerful?
can you add some more complex recepies for the power converters mod? the current recepies are....well,
i dont meen to be negative but i think they could be better. maby cost more respurces and have recepi options in the config file? it could be one that was nemed easy, one for hard, and one for greg tec also it could use recepies from other mods so it could use componets from more mods. i just think that power conversion should have some more complex recepies.
I'm not opposed to this, but I only have a finite amount of time and there's a lot of stuff I'd rather do instead.
can you add some more complex recepies for the power converters mod? the current recepies are....well,
i dont meen to be negative but i think they could be better. maby cost more respurces and have recepi options in the config file? it could be one that was nemed easy, one for hard, and one for greg tec also it could use recepies from other mods so it could use componets from more mods. i just think that power conversion should have some more complex recepies.
Do it yourself with Custom Stuff 2. Use it to remove the recipes, then define your own.
Hi there - I was messing around with the auto-spawner and ran into an interesting bug. It doesn't actually seem to need mob essence. It still consumes it, but an empty tank doesn't stop it from spawning.
To test this, I stuck a spawner down with only power available, and in a couple of seconds it filled the area with cows.
I haven't tried it independently, so it could be a cross-mod issue, but it seemed just a little too broken to let slide.
Well, that's embarrassing. Fixed, but I'm not sure when the next build will be out. Probably a few days as it contains a ton of internal changes that need to be tested.
The AutoSpawner (now that's fixed :P) has an 'exact copy' mode. This will preserve things like wool color, but it costs more power/essence.
There's also a cheaper single-use Safari Net now. Slimeball, leather, and 4 string.
Next up, a lot of people tell me they dislike how small the harvest area on the MFR plant farms are. And to them I say:
And there's now a bio fuel production/generator pair:
It accepts anything the planter understands. The more plants you can give it, the more efficient it gets.
1: Yes. That would be kinda silly otherwise
2: BC, because it's the only power net that works if its parent mod is missing. The numbers aren't final yet, but right now it can put out 25MJ/t (but it only generates around 1-2).
3: I don't think so. Well, unless they do it by name.
4: It's currently intended to be matched. I am not yet decided on that, though.
5: Yes, but I'm not sure if I want it to be. Leaning towards yes.
6: Everything. It's using the vanilla mob data save/load methods. It does wipe out the inventory though, so you can't say, get a zombie to pick up a diamond and then spawn that zombie.
7: They should. There's still a couple odd edge cases but mostly related to MCPC+ and equivalent.
8: I haven't decided how or even if I want to do that yet.
The AutoSpawner (now that's fixed ) has an 'exact copy' mode. This will preserve things like wool color, but it costs more power/essence.
There's also a cheaper single-use Safari Net now. Slimeball, leather, and 4 string.
Next up, a lot of people tell me they dislike how small the harvest area on the MFR plant farms are. And to them I say:
And there's now a bio fuel production/generator pair:
It accepts anything the planter understands. The more plants you can give it, the more efficient it gets.
About time you slacker
No, but seriously, awesome PC, awesome
Can't wait to try it out (but no time for play right now)
Of course that means I'll have to redesign my Minefactory-in-a-box. Upgrades for planter too?
Harvester, planter, and fertilizer, all 3. I'm currently staring at a 9x9 (max 11x11) oak farm and it's horrifying, I have all of the wood forever and several stacks of apples.
I can't reproduce this. Which version are you using?
Nobody else has reported any issues. Try again and see if it was just a momentary failure?
Whoa, that's weird. I see what it's doing but no idea why. Looking into it.
e: aha, found it. It'll break on anything with no ore dictionary entries right now...
I fixed the thing deleting NBT data when the block is broken though.
Last page man - not never, but holding off until I have an idea to do it that won't burn a lot of CPU.
Do it yourself with Custom Stuff 2. Use it to remove the recipes, then define your own.
thank you!
by the way i dont mean to be mean when i say what i say about the recepies, but i am making a private server for me and my friends and i am a greg tech fan (in other words i want more hardcore!)
i am sondrex but you can call me sondrex76 if somebody know a forum admin can you tell me i realy want to talk with them about why i got banned for no reason at all.
Hello,
Love your mods! Just wanted to thank you for your work. Just built an enchanting factory with Minefactory reloaded. My game includes Ars Magica and the auto enchanter solved my having to use xp to level problem. Also the modular format of PowerConverters is awesome.
does somebody know about a custon recepi mod that lets you change recepies even to mod items on SMP and SSP?
thank you!
by the way i dont mean to be mean when i say what i say about the recepies, but i am making a private server for me and my friends and i am a greg tech fan (in other words i want more hardcore!)
by the way i dont mean to be mean when i say what i say about the recepies, but i am making a private server for me and my friends and i am a greg tech fan (in other words i want more hardcore!)
No offense taken, I know there's varying preferences for that! I just don't have the time to do everything, and "optional harder recipes" is pretty far down the list of "stuff I wanna do".
No, there are no problems. But i have seen these mods in the forge-modlist and i want to reduce my loading time
(There are no problems i just don't need some MFR-Compact-Mod like Thaumcraft, ExtraBiomes etc)
Ah. Trust me, those mods practically nothing if their partner mod is missing:
Hello,
Love your mods! Just wanted to thank you for your work. Just built an enchanting factory with Minefactory reloaded. My game includes Ars Magica and the auto enchanter solved my having to use xp to level problem. Also the modular format of PowerConverters is awesome.
Alright! I've searched for 2 days and came up with nothing. So, someone help me. ><
The aesthetics of my house is highly dependant on 'Connected Textures', from Optifine HD. After installing MFR, the first thing I noticed was that the vanilla glass panes were being overwritten by the mod. When I loaded everything, my house looks very, vanilla-y minecraft. As in, the glass panes were one pane by one pane. What Optifine HD's 'Connected Textures' does is remove this look, and makes it seem as if it's one piece of glass. The installation of MFR redefined the texture of panes I guess. And after much researching, I believe it must be due to the need of compatibility with coloured glass panes.
The tooltip provided by Optifine HD defines that the connected textures are 'supplied by the current texture pack'. And I'm using the default one. Is it possible that this be remedied? Or maybe, I can disable the MFR panes altogether? I'd be willing to forgo the panes as I don't want to rebuild my house.
MFR has to step on the vanilla pane renderer to enable the vanilla panes to link to MFR panes. If you'd prefer connected textures instead, turn off the vanilla pane override in the config.
MFR has to step on the vanilla pane renderer to enable the vanilla panes to link to MFR panes. If you'd prefer connected textures instead, turn off the vanilla pane override in the config.
i dont meen to be negative but i think they could be better. maby cost more respurces and have recepi options in the config file? it could be one that was nemed easy, one for hard, and one for greg tec
FML doesn't have a way to disable mods for some reason, but if you want to remove one you can just delete it - open MFR's jar (or zip if you're on an old one), and find the 'powercrystals/minefactoryreloaded/modhelpers' folder. Inside that is one folder per mod. Just delete whatever you don't want from there. You should be able to still connect to servers that have these as they aren't marked as necessary on either side.
Can I ask why though? Are you a server owner that feels its interaction with some other mod is too powerful?
I'm not opposed to this, but I only have a finite amount of time and there's a lot of stuff I'd rather do instead.
INFORMATION WANTS TO BE WRONG
Do it yourself with Custom Stuff 2. Use it to remove the recipes, then define your own.
Well, that's embarrassing. Fixed, but I'm not sure when the next build will be out. Probably a few days as it contains a ton of internal changes that need to be tested.
INFORMATION WANTS TO BE WRONG
The AutoSpawner (now that's fixed :P) has an 'exact copy' mode. This will preserve things like wool color, but it costs more power/essence.
There's also a cheaper single-use Safari Net now. Slimeball, leather, and 4 string.
Next up, a lot of people tell me they dislike how small the harvest area on the MFR plant farms are. And to them I say:
And there's now a bio fuel production/generator pair:
It accepts anything the planter understands. The more plants you can give it, the more efficient it gets.
INFORMATION WANTS TO BE WRONG
2: BC, because it's the only power net that works if its parent mod is missing. The numbers aren't final yet, but right now it can put out 25MJ/t (but it only generates around 1-2).
3: I don't think so. Well, unless they do it by name.
4: It's currently intended to be matched. I am not yet decided on that, though.
5: Yes, but I'm not sure if I want it to be. Leaning towards yes.
6: Everything. It's using the vanilla mob data save/load methods. It does wipe out the inventory though, so you can't say, get a zombie to pick up a diamond and then spawn that zombie.
7: They should. There's still a couple odd edge cases but mostly related to MCPC+ and equivalent.
8: I haven't decided how or even if I want to do that yet.
INFORMATION WANTS TO BE WRONG
About time you slacker
No, but seriously, awesome PC, awesome
Can't wait to try it out (but no time for play right now)
Of course that means I'll have to redesign my Minefactory-in-a-box. Upgrades for planter too?
INFORMATION WANTS TO BE WRONG
I am using version 2.0.8 (Tekkit lite 0.5.7)
INFORMATION WANTS TO BE WRONG
thank you!
by the way i dont mean to be mean when i say what i say about the recepies, but i am making a private server for me and my friends and i am a greg tech fan (in other words i want more hardcore!)
Love your mods! Just wanted to thank you for your work. Just built an enchanting factory with Minefactory reloaded. My game includes Ars Magica and the auto enchanter solved my having to use xp to level problem. Also the modular format of PowerConverters is awesome.
Your hard work is appreciated!
http://www.minecraftforum.net/topic/506109-147-cubex2s-mods-multi-page-chest-updated/#CustomStuff2
No offense taken, I know there's varying preferences for that!
Ah. Trust me, those mods practically nothing if their partner mod is missing:
But removing them is harmless anyway, so if you want to, knock yourself out.
Thanks!
INFORMATION WANTS TO BE WRONG
The aesthetics of my house is highly dependant on 'Connected Textures', from Optifine HD. After installing MFR, the first thing I noticed was that the vanilla glass panes were being overwritten by the mod. When I loaded everything, my house looks very, vanilla-y minecraft. As in, the glass panes were one pane by one pane. What Optifine HD's 'Connected Textures' does is remove this look, and makes it seem as if it's one piece of glass. The installation of MFR redefined the texture of panes I guess. And after much researching, I believe it must be due to the need of compatibility with coloured glass panes.
The tooltip provided by Optifine HD defines that the connected textures are 'supplied by the current texture pack'. And I'm using the default one. Is it possible that this be remedied? Or maybe, I can disable the MFR panes altogether? I'd be willing to forgo the panes as I don't want to rebuild my house.
Thanks in advance!
INFORMATION WANTS TO BE WRONG
Can you get Chris to make a connected texture?
INFORMATION WANTS TO BE WRONG
Tooltips. Energy bar shows in MJ.
INFORMATION WANTS TO BE WRONG