I got a suggestion for a new machine. after setting up a pig slaughterhause, I noticed pigs group up somewhere in the conveyor belt, thus causing lag. I also noticed that they like their food item instead of the selfless love and caring of their parents. What I suggest is a new block that acts like a player holding a certain item. sorta like a "lure"... if you place a item in, it will lure animals in. for example, you place carrots, then all pigs within range will try and track down the lure and unknowingly abandon the parents and kill themselves. recipe should maybe have a enchanted gold apple cause of the overall usefulness of it, and maybe take mob essence and the food item every few minutes?
I like the idea, but last the I looked into it overriding the AI behavior was a total mess.
Technically the grinder has an easter egg too but I'll be surprised if anone ever finds it because the odds are so low. And the one you found was in the changelog
time to read the github stuff! if not I'll give up and beg for a PM
I like the idea, but last the I looked into it overriding the AI behavior was a total mess.
I think it's pretty easy... you could already create dummies (that are like invisible players) using command blocks, so just tie a carrot on a dummy and voila! but literally I think a invisible player entity holding a carrot would be easier than overriding the AI
It's not often I say this, but: no. You can screw with the power draws and enable GT-style recipes in the config, but I am not going to make my machines harder to use for the sake of some nebulous concept of "balance", unless there's an actual broken aspect (right now autospawner+slimes is pretty bad, we're trying to decide what to do about that). Play with the numbers all you like, but ease of use has always been my #1 priority, and that will not change.
I'm guessing you put pc core in mods instead of coremods (where it should be).
Also holy crap this thread is fast this morning,
That'd just be the autospawner again.
And it's "voila"
I haven't decided what I want to do there yet.
Technically the grinder has an easter egg too but I'll be surprised if anone ever finds it because the odds are so low. And the one you found was in the changelog
Hmm, I wonder what the Easter egg could be. And in reference to the liquid meat articficial critters, I mean like fusing two or something. A cheep (chickensheep) or maybe a pow (pig-cow). Or even, something along the lines of, Night of the Living Cows.
Thank you, sir. That one always makes me cringe a little.
More seriously, though... while I was playing with the PRC, I noticed a bit of an oddity. I was following the examples in the manual, but instead of just making a door, I decided to make a door WITH PISTONS. A double-wide door, two blocks high, closed and opened by pistons. Here's the doorway when fully assembled and wired:
When I put in the program per the example in the book, and pushed the button, the door closed:
So far, so good. But when I pushed the button again to turn off the signal, only some of the pistons retracted:
(This is actually somewhat better than my initial configuration; I had the RedNet contacts on the near side of each piston - the west side; I'm looking east through the door from here. In that state, ONLY the lower right piston retracted. Here, the southern pistons are wired on top and bottom, the northern pistons on top and west - there's ore under it that I didn't want to break in creative mode. I'm weird about that, I guess.)
I thought this might be some odd failure of particular connections to turn off, or some lingering redstone charge propagating through the pistons themselves, but A: redstone lamps rigged in place suggest that the signals are turning off OK; B: if, rather than directly running the RedNet cable to the pistons, I put a bridge through a redstone repeater, dust, and another repeater, then back into a cable run entirely separate from the PRC and button, it worked just fine.
The PRC looks very neat and I can hardly wait to play experiment with it some more! Just thought I'd mention this oddity in case it hadn't otherwise come up.
Speaking of the GT recipes, those are my doing, so if you have any feedback about them, please direct it to me, not power crystals.
They're still a work in progress, so I would definitely appreciate suggestions (the more specific/concrete, the better). I'm still trying to make them, well, Greggier.
Speaking of the GT recipes, those are my doing, so if you have any feedback about them, please direct it to me, not power crystals.
They're still a work in progress, so I would definitely appreciate suggestions (the more specific/concrete, the better). I'm still trying to make them, well, Greggier.
Be careful with that. Machinemuse managed to design recipes that are about 100 times harder than anything Greg himself has ever made.
------
That being said, I've turned both the TE and GT recipes on and ... other than the plates required instead of ingots, the TE and GT are basically the same thing. Note that the TE frame can be used in place of a machine block (This is true for GT machines too)
Maloberries and Blackberries turn into blueberries when harvested (also, once a duskberry somehow got harvested, but just one)
Blueberries and raspberries just disappear. They're harvested, but no output.
Bushes are only harvested on the y-plane equal to the harvester, but bushes grow upwards naturally.
Also, harvesters don't interact with Tinker's Construct ore bushes at all (This might be intentional?)
-----------
Crash when trying to use planter to plant IC2 crops on cropsticks. Set everything up, power and fill planter. As soon as I put cropsticks down on the first block, it crashes
java.lang.RuntimeException: java.lang.NoSuchFieldException: custumData
at ic2.core.network.NetworkManager.getFieldData(NetworkManager.java:628)
at ic2.core.network.NetworkManager.sendUpdatePacket(NetworkManager.java:340)
at ic2.core.network.NetworkManager.sendUpdatePacket(NetworkManager.java:333)
at ic2.core.network.NetworkManager.onTick(NetworkManager.java:81)
at ic2.core.IC2.tickStart(IC2.java:1205)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:295)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:635)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.NoSuchFieldException: custumData
at ic2.core.network.NetworkManager.getFieldData(NetworkManager.java:622)
Referring to you first, but it may be an IC2 bug for all I know
PC, fix the broken .jar download link for MFR 2.5.1, and add the PCC 1.1.3 update link, I got the mod installed today, and already there was an update, so I can't use any machines at all. Please do those things so I can enjoy the mod.
If you go to the nether using nether ores you find ores like sapphires which are been used by other mods like redpower. Is there anything in the config file which allows you to remove them?
Does anyone know, is sewage supposed to spawn in the world. I was flying around in creative mode and I notice these brown liquid pools that would quickly disperse after they spawned leaving large holes in the landscape. They disperse so fast that I could not get near them with a bucket before they were gone. The liquid seems to dissolve everything it touches. I was able to get a picture of one of these pools just before the last of the brown liquid disappeared. My cross hairs are on the liquid that remained. Sewage is the only brown liquid in the game as far as I can tell from NEI. As you can see around the liquid is a hole that is typical of this problem.
I think sewage IS supposed to spawn naturaly, and I have had the same problem with them dissapearing. It needs to be fixed, AS WELL AS the UPDATE link, cause I still cannot get the update, and can't play without it. Unless someone else can tell me how to use 2.5.0 like normal. My problem with it is that I cannot power anything, none of the stuff activates at all, and it's all done properly.
PC, fix the broken .jar download link for MFR 2.5.1, and add the PCC 1.1.3 update link, I got the mod installed today, and already there was an update, so I can't use any machines at all. Please do those things so I can enjoy the mod.
Uh, what? PCC's download was typoed, it actually went to 1.1.3 but the text said 1.1.2. MFR's download is fine and I'm not getting an update notice from it or any other of my mods.
Does anyone know, is sewage supposed to spawn in the world. I was flying around in creative mode and I notice these brown liquid pools that would quickly disperse after they spawned leaving large holes in the landscape. They disperse so fast that I could not get near them with a bucket before they were gone. The liquid seems to dissolve everything it touches. I was able to get a picture of one of these pools just before the last of the brown liquid disappeared. My cross hairs are on the liquid that remained. Sewage is the only brown liquid in the game as far as I can tell from NEI. As you can see around the liquid is a hole that is typical of this problem.
Yeah. That world is from the 2.4 betas, isn't it? 2.4.0 changed how liquids work at the last minute, which broke all existing worldgenned pools. This is why they're called betas
PowerCrystals, do you have any plans to implement some sort of liquid transport? Since those conveyor belts are so amazing and all.
What about something like a DSU for liquids?
Emy will have to answer the Natura stuff, he wrote that part.
Not going to say no, but I haven't hit upon a design I like yet.
Uh, what? PCC's download was typoed, it actually went to 1.1.3 but the text said 1.1.2. MFR's download is fine and I'm not getting an update notice from it or any other of my mods.
Yeah. That world is from the 2.4 betas, isn't it? 2.4.0 changed how liquids work at the last minute, which broke all existing worldgenned pools. This is why they're called betas
Thank you, sir. That one always makes me cringe a little.
More seriously, though... while I was playing with the PRC, I noticed a bit of an oddity. I was following the examples in the manual, but instead of just making a door, I decided to make a door WITH PISTONS. A double-wide door, two blocks high, closed and opened by pistons. Here's the doorway when fully assembled and wired:
When I put in the program per the example in the book, and pushed the button, the door closed:
So far, so good. But when I pushed the button again to turn off the signal, only some of the pistons retracted:
(This is actually somewhat better than my initial configuration; I had the RedNet contacts on the near side of each piston - the west side; I'm looking east through the door from here. In that state, ONLY the lower right piston retracted. Here, the southern pistons are wired on top and bottom, the northern pistons on top and west - there's ore under it that I didn't want to break in creative mode. I'm weird about that, I guess.)
I thought this might be some odd failure of particular connections to turn off, or some lingering redstone charge propagating through the pistons themselves, but A: redstone lamps rigged in place suggest that the signals are turning off OK; B: if, rather than directly running the RedNet cable to the pistons, I put a bridge through a redstone repeater, dust, and another repeater, then back into a cable run entirely separate from the PRC and button, it worked just fine.
The PRC looks very neat and I can hardly wait to play experiment with it some more! Just thought I'd mention this oddity in case it hadn't otherwise come up.
I can't replicate this, but I think I might know why - keep an eye on the MFR betas and when you see one mention the piston bug try it and see if it fixes this.
Maloberries and Blackberries turn into blueberries when harvested (also, once a duskberry somehow got harvested, but just one)
Blueberries and raspberries just disappear. They're harvested, but no output.
Bushes are only harvested on the y-plane equal to the harvester, but bushes grow upwards naturally.
Also, harvesters don't interact with Tinker's Construct ore bushes at all (This might be intentional?)
Harvesters don't interact with TC ore bushes because the ore bushes are new and I haven't added that interaction yet.
I'll take a look at the bushes. They're a bit weird due to the way that they store the bush type (4 bushes crammed into 1 ID, with the bush type determined by meta modulo 4), so I'm not surprised I might have gotten it wrong.
I like the idea, but last the I looked into it overriding the AI behavior was a total mess.
INFORMATION WANTS TO BE WRONG
time to read the github stuff! if not I'll give up and beg for a PM
I think it's pretty easy... you could already create dummies (that are like invisible players) using command blocks, so just tie a carrot on a dummy and voila! but literally I think a invisible player entity holding a carrot would be easier than overriding the AI
INFORMATION WANTS TO BE WRONG
Hmm, I wonder what the Easter egg could be. And in reference to the liquid meat articficial critters, I mean like fusing two or something. A cheep (chickensheep) or maybe a pow (pig-cow). Or even, something along the lines of, Night of the Living Cows.
Thank you, sir. That one always makes me cringe a little.
More seriously, though... while I was playing with the PRC, I noticed a bit of an oddity. I was following the examples in the manual, but instead of just making a door, I decided to make a door WITH PISTONS. A double-wide door, two blocks high, closed and opened by pistons. Here's the doorway when fully assembled and wired:
When I put in the program per the example in the book, and pushed the button, the door closed:
So far, so good. But when I pushed the button again to turn off the signal, only some of the pistons retracted:
(This is actually somewhat better than my initial configuration; I had the RedNet contacts on the near side of each piston - the west side; I'm looking east through the door from here. In that state, ONLY the lower right piston retracted. Here, the southern pistons are wired on top and bottom, the northern pistons on top and west - there's ore under it that I didn't want to break in creative mode. I'm weird about that, I guess.)
I thought this might be some odd failure of particular connections to turn off, or some lingering redstone charge propagating through the pistons themselves, but A: redstone lamps rigged in place suggest that the signals are turning off OK; B: if, rather than directly running the RedNet cable to the pistons, I put a bridge through a redstone repeater, dust, and another repeater, then back into a cable run entirely separate from the PRC and button, it worked just fine.
The PRC looks very neat and I can hardly wait to
playexperiment with it some more! Just thought I'd mention this oddity in case it hadn't otherwise come up.They're still a work in progress, so I would definitely appreciate suggestions (the more specific/concrete, the better). I'm still trying to make them, well, Greggier.
Be careful with that. Machinemuse managed to design recipes that are about 100 times harder than anything Greg himself has ever made.
------
That being said, I've turned both the TE and GT recipes on and ... other than the plates required instead of ingots, the TE and GT are basically the same thing. Note that the TE frame can be used in place of a machine block (This is true for GT machines too)
Maloberries and Blackberries turn into blueberries when harvested (also, once a duskberry somehow got harvested, but just one)
Blueberries and raspberries just disappear. They're harvested, but no output.
Bushes are only harvested on the y-plane equal to the harvester, but bushes grow upwards naturally.
Also, harvesters don't interact with Tinker's Construct ore bushes at all (This might be intentional?)
-----------
Crash when trying to use planter to plant IC2 crops on cropsticks. Set everything up, power and fill planter. As soon as I put cropsticks down on the first block, it crashes
IC build 304
Crash is with MFR 618, updated to
Full crash:http://pastebin.com/5pbNZxGP
After update to MFR627, it crashes on world load
at ic2.core.network.NetworkManager.getFieldData(NetworkManager.java:628)
at ic2.core.network.NetworkManager.sendUpdatePacket(NetworkManager.java:340)
at ic2.core.network.NetworkManager.sendUpdatePacket(NetworkManager.java:333)
at ic2.core.network.NetworkManager.onTick(NetworkManager.java:81)
at ic2.core.IC2.tickStart(IC2.java:1205)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:295)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:635)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.NoSuchFieldException: custumData
at ic2.core.network.NetworkManager.getFieldData(NetworkManager.java:622)
Referring to you first, but it may be an IC2 bug for all I know
----
Nevermind, confirmed IC2 bug
http://bt.industrial-craft.net/view.php?id=376
Either a Wireless Sender/Receiver or something else?
./minecraft/config/powercrystals/netherores/common.cfg
Not going to say no, but I haven't hit upon a design I like yet.
Uh, what? PCC's download was typoed, it actually went to 1.1.3 but the text said 1.1.2. MFR's download is fine and I'm not getting an update notice from it or any other of my mods.
Yeah. That world is from the 2.4 betas, isn't it? 2.4.0 changed how liquids work at the last minute, which broke all existing worldgenned pools. This is why they're called betas
INFORMATION WANTS TO BE WRONG
What about something like a DSU for liquids?
Worse 2.1.2. I will update post hast. Thanks.
I can't replicate this, but I think I might know why - keep an eye on the MFR betas and when you see one mention the piston bug try it and see if it fixes this.
INFORMATION WANTS TO BE WRONG
Harvesters don't interact with TC ore bushes because the ore bushes are new and I haven't added that interaction yet.
I'll take a look at the bushes. They're a bit weird due to the way that they store the bush type (4 bushes crammed into 1 ID, with the bush type determined by meta modulo 4), so I'm not surprised I might have gotten it wrong.