I've put together an initial bare-bones outline for armor abilities that may make more sense to me than other people. Still... feel free to suggest anything that's not on here.
Hey. Ive been doing some serious debugging of my server lately as its been running stupid slow and laggy for some time. I just updated forge to version 9.11.1.965 and that seems to have helped alot, but now im getting a persistant error on the console that i *think* has something to do with TC.
Perhaps you can make some sense of this?
12:12:11 AM
CONSOLE:
[SEVERE] An Entity type net.minecraft.entity.passive.EntityVillager has thrown an exception trying to write state. It will not persist. Report this to the mod author
12:12:11 AM
CONSOLE:
entity NBT
Hey I noticed from an earlier post that you can make things with thaumium from thaumcraft (which I have installed with my tinkers construct) is there something special I have to do to let me do that or is it enabled by default.
I want to mention a thing... The extra hearts are the wrong size because vanilla hearts are 9x9 and the extra hearts are 7x7
So if someone made a texture patch like Purebdcraft the textures will be inside of the existing hearts making them look weird. (having like a red border of the normal hearts and having the extra heart in the left side of the normal heart)
See spoiler!
This makes patches look silly
It only overlaps part of the heart...
Just something i want to notice.
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Normally I'd post this on the suggestion thread, but I'll post it here as well. An exosuit is being added that has absolutely no abilities when it's first made. I'd like suggestions on what some of the abilities should be. They can be anything from silly to amazing to downright hostile. The more modifiers, the merrier!
Vanilla enchantments and attributes will be covered. For reference:
Here's a few ideas. Sorry if they're dumb.
Spring-loaded shoes - press space bar while in the air to release the springs on the bottoms of your boots. When you land you will bounce back up twice as high
Extender arms - lets you reach farther with tools.
Safety pants - protective dolomite coating lets you wade in 1-block deep lava for a short time.
Fanny pack / Utility belt - adds an extra item slot to the hot bar
Third arm / Chest arm - attaches a mechanical arm to your chest that picks up items off the ground for you. (increases item-pickup range)
Fog light - Ability to see through fog (like what used to be found at bedrock and is still found in some Biomes O' Plenty biomes).
Water-proof light - Ability to see better while under water.
Extra sneakers - walk at full speed while sneaking.
Heavy armor - Your armor is extra heavy. You notice that you can only jump half as high. I hope you brought stairs, ladders, or slabs!
Gremlin-infested - The item is infested with gremlins who will occasionally disable or reverse the effects of 1 or more of its abilities.
Chirp-chirp - your shoes have been outfitted with squeakers that will squeak whenever you take a step.
High-friction leggings - the legs of your pants rub against each other as you walk, so you can't walk as fast.
Tinted goggles - everything looks darker while wearing sun shades
Magnetic armor - you find your iron weapons & tools are impossible to use while wearing magnetic armor.
Cursed armor - you try to remove your armor, but you discover that it has been cursed! you cannot remove your armor until the curse wears off.
Fragrant armor - hostile mobs will notice you from twice as far
Im not sure if this is known yet, but some modifiers (like quartz) can be made to use up several modifier slots, and thus stack. that way you can use 144 quartz to make a supersharp weapon (a rapier with 8 damage per hit for instance). anyone know any more of these?
That's known and intended. You can add lots of redstone and get speed upgrades. You can add large quantities of lapis and get Fortune 3 or Looting 3 and it only takes up one modifier slot. You can add more than one moss ball and get faster self-repair. I think there are more too. They aren't coming to mind atm.
One thing bug I've noticed while playing with this is that the slime grass can even spread to dirt blocks that are below it so that an entire slime island will end up being made out of the grass blocks only (using MC 1.6.4 and TC v.1.5.2.6).
I mean how you can fill up 2 slots with quartz and stuff. but ok.
jecowa, why would anyone want high-friction leggings?
I normally don't mind these kinds of posts, but that's outright oblivious.
This is already stated in Materials and You 2, you can see which modifiers can be applied multiple times in it. It is intented and visible as day.
Rollback Post to RevisionRollBack
I don't judge people by their usernames, grammar or comments.
I judge them by their avatars.
Just found the spot where it talks about this. Confirmed to not work. Quite the bummer running a server, forgot about this. I could have left the mod out.
One thing bug I've noticed while playing with this is that the slime grass can even spread to dirt blocks that are below it so that an entire slime island will end up being made out of the grass blocks only (using MC 1.6.4 and TC v.1.5.2.6).
Not a bug. Dirt isn't transparent. Slime blocks are. Grass spreading through transparent blocks is a vanilla thing. And slime blocks are transparent to prevent their shadow from summoning every mob ever. Also to make them more difficult to see
Um not sure if this is a bug that was fixed but whenever I use this mod it takes away my ability to sprint/run. the cloud boots kind of make up for it but I still cannot sprint/run.
Not a bug. Dirt isn't transparent. Slime blocks are. Grass spreading through transparent blocks is a vanilla thing. And slime blocks are transparent to prevent their shadow from summoning every mob ever. Also to make them more difficult to see
This doesn't mean that slime grass needs to use the vanilla grass spread rules (is the block exposed to sufficient light) instead of custom rules (is the block above it air or a plant, or just plain not slime dirt).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Normally I'd post this on the suggestion thread, but I'll post it here as well. An exosuit is being added that has absolutely no abilities when it's first made. I'd like suggestions on what some of the abilities should be. They can be anything from silly to amazing to downright hostile. The more modifiers, the merrier!
Silly ideas for an exosuit? Alright.
1. Noisy. Mobs are more likely to aggro on you than on others.
Possible upgrades: A: Silencer, to reduce your aggro to normal. B: Aggrovator, to make monsters hate you even more / longer range.
Aggrovator may be useful around a town, for example -- even zombies will avoid the townies and come after you.
2. Partial vision. Hey, a powered exosuit might not have as much vision as your plain eyes with all that metal covering your face. Besides, much of your vision comes from easily moving your head/neck; a powered exosuit might not be as fast to move your head around.
Think pumpkins. :-).
3. 360 degree vision. Eyes in the back of your head, as it were. Now, trying to process all that information and keep it straight? There's a reason evolution focused on forward vision.
4. Reflective. Makes you more visible at distance during the daytime. Maybe lets you shine sunlight into a cave opening.
5. Rusty. Requires regular oiling, or your joints lock up. Credit Wizard of Oz / Tinman. Perhaps this is the default for non-upgraded suits? Do you spend one slot on an internal automatic lubricator, or do you use some other upgrade instead?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I really like this mod and have used it many many many times before but unfortunately there is an id conflict could help me with this?
the error code is in here. Im guessing you can also find the list of mods.
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 1/8/14 6:11 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3218 to the Fluid 'ender' but this Fluid has already been linked to BlockID 2018. Configure your mods to prevent this from happening.
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
at net.minecraftforge.fluids.BlockFluidBase.<init>(BlockFluidBase.java:62)
at net.minecraftforge.fluids.BlockFluidFinite.<init>(BlockFluidFinite.java:23)
at tconstruct.blocks.LiquidMetalFinite.<init>(LiquidMetalFinite.java:23)
at tconstruct.common.TContent.registerBlocks(TContent.java:695)
at tconstruct.common.TContent.<init>(TContent.java:287)
at tconstruct.TConstruct.preInit(TConstruct.java:95)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 3218 to the Fluid 'ender' but this Fluid has already been linked to BlockID 2018. Configure your mods to prevent this from happening.
... 43 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I really like this mod and have used it many many many times before but unfortunately there is an id conflict could help me with this?
the error code is in here. Im guessing you can also find the list of mods.
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 1/8/14 6:11 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3218 to the Fluid 'ender' but this Fluid has already been linked to BlockID 2018. Configure your mods to prevent this from happening.
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
at net.minecraftforge.fluids.BlockFluidBase.<init>(BlockFluidBase.java:62)
at net.minecraftforge.fluids.BlockFluidFinite.<init>(BlockFluidFinite.java:23)
at tconstruct.blocks.LiquidMetalFinite.<init>(LiquidMetalFinite.java:23)
at tconstruct.common.TContent.registerBlocks(TContent.java:695)
...
I'm not an expert at these, but I'm guessing you need to change the block ID for the ender fluid from 3218 to 2018 in the configuration file.
jecowa, why would anyone want high-friction leggings?
I don't think anyone would want that. Do the attributes have to be useful? Like half of my suggestions were for attributes that would probably not be considered helpful, for example: the heavy armor and the magnet armor. I think heavy armor was the most hindering attribute out of all of them.
Been playing around a bit with Galacticraft, don't suppose there's any possibility of adding the ability to smelt the cheese ore found on the moon and make tools out of it, maybe a ham and cheese alloy when mixed with pig iron?
I have the latest version of this mod and is liking the new things added but I have one question. Is the Drawbridge removed???
I read the changelog of this latest version of TC and I did not see anything about it being removed, I just saw all this:
Mechworks 0.1.3
- Drawbridges now work as an elevator
- Advanced and Extended drawbridges keep their inventory on harvest
- Extended drawbridges extend to 64 as they should now
- Redstone behavior is very similar to pistons on drawbridges now.
1.5.2.6
- Added a name tag recipe
- Fixed blood drop item behavior
- Added a config for crafting of endstone
- Added a config to disable tool log spam
- Fixed a bug with tool log spam
- Misc fixes
But when in creative mode or looking through NEI, I do not see the drawbridge nor is it even in the TC books. I really hope it didn't get removed because I use this thing alot and now it's not there anymore, even the one I already had made are gone so now my place looks weird.
Usually its 1 in N, N being the number you can change.
I think they may have meant Cleaver
Perhaps you can make some sense of this?
12:12:11 AM
CONSOLE:
[SEVERE] An Entity type net.minecraft.entity.passive.EntityVillager has thrown an exception trying to write state. It will not persist. Report this to the mod author
12:12:11 AM
CONSOLE:
entity NBT
Btw... I still love your mods and videos Mdiyo
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Here's a few ideas. Sorry if they're dumb.
That's known and intended. You can add lots of redstone and get speed upgrades. You can add large quantities of lapis and get Fortune 3 or Looting 3 and it only takes up one modifier slot. You can add more than one moss ball and get faster self-repair. I think there are more too. They aren't coming to mind atm.
Yeah, an error on my part: I meant Tartarite Cleaver, made with ExtraTic. Sorry.
I judge them by their avatars.
I normally don't mind these kinds of posts, but that's outright oblivious.
This is already stated in Materials and You 2, you can see which modifiers can be applied multiple times in it. It is intented and visible as day.
I judge them by their avatars.
Just found the spot where it talks about this. Confirmed to not work. Quite the bummer running a server, forgot about this. I could have left the mod out.
Not a bug. Dirt isn't transparent. Slime blocks are. Grass spreading through transparent blocks is a vanilla thing. And slime blocks are transparent to prevent their shadow from summoning every mob ever. Also to make them more difficult to see
This doesn't mean that slime grass needs to use the vanilla grass spread rules (is the block exposed to sufficient light) instead of custom rules (is the block above it air or a plant, or just plain not slime dirt).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Silly ideas for an exosuit? Alright.
1. Noisy. Mobs are more likely to aggro on you than on others.
Possible upgrades: A: Silencer, to reduce your aggro to normal. B: Aggrovator, to make monsters hate you even more / longer range.
Aggrovator may be useful around a town, for example -- even zombies will avoid the townies and come after you.
2. Partial vision. Hey, a powered exosuit might not have as much vision as your plain eyes with all that metal covering your face. Besides, much of your vision comes from easily moving your head/neck; a powered exosuit might not be as fast to move your head around.
Think pumpkins. :-).
3. 360 degree vision. Eyes in the back of your head, as it were. Now, trying to process all that information and keep it straight? There's a reason evolution focused on forward vision.
4. Reflective. Makes you more visible at distance during the daytime. Maybe lets you shine sunlight into a cave opening.
5. Rusty. Requires regular oiling, or your joints lock up. Credit Wizard of Oz / Tinman. Perhaps this is the default for non-upgraded suits? Do you spend one slot on an internal automatic lubricator, or do you use some other upgrade instead?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
the error code is in here. Im guessing you can also find the list of mods.
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 1/8/14 6:11 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3218 to the Fluid 'ender' but this Fluid has already been linked to BlockID 2018. Configure your mods to prevent this from happening.
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
at net.minecraftforge.fluids.BlockFluidBase.<init>(BlockFluidBase.java:62)
at net.minecraftforge.fluids.BlockFluidFinite.<init>(BlockFluidFinite.java:23)
at tconstruct.blocks.LiquidMetalFinite.<init>(LiquidMetalFinite.java:23)
at tconstruct.common.TContent.registerBlocks(TContent.java:695)
at tconstruct.common.TContent.<init>(TContent.java:287)
at tconstruct.TConstruct.preInit(TConstruct.java:95)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 3218 to the Fluid 'ender' but this Fluid has already been linked to BlockID 2018. Configure your mods to prevent this from happening.
... 43 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 289288960 bytes (275 MB) / 455606272 bytes (434 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 83 mods loaded, 83 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.6} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-7.jar) Unloaded->Constructed->Pre-initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized
barrels{3.3.2} [The Barrels Mod] (Barrels-3.3.2-1.6.4.jar) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{4.2.1} [BuildCraft] (buildcraft-A-1.6.4-4.2.1.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders{4.2.1} [BC Builders] (buildcraft-A-1.6.4-4.2.1.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{4.2.1} [BC Energy] (buildcraft-A-1.6.4-4.2.1.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{4.2.1} [BC Factory] (buildcraft-A-1.6.4-4.2.1.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{4.2.1} [BC Transport] (buildcraft-A-1.6.4-4.2.1.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{4.2.1} [BC Silicon] (buildcraft-A-1.6.4-4.2.1.jar) Unloaded->Constructed->Pre-initialized
CoFHCore{2.0.0.b8a} [CoFH Core] (CoFHCore-2.0.0.b8a.jar) Unloaded->Constructed->Pre-initialized
CoFHLoot{2.0.0.b8a} [CoFH Loot] (CoFHCore-2.0.0.b8a.jar) Unloaded->Constructed->Pre-initialized
CoFHMasquerade{2.0.0.b8a} [CoFH Masquerade] (CoFHCore-2.0.0.b8a.jar) Unloaded->Constructed->Pre-initialized
CoFHSocial{2.0.0.b8a} [CoFH Social] (CoFHCore-2.0.0.b8a.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{2.0.0.b8a} [CoFH World] (CoFHCore-2.0.0.b8a.jar) Unloaded->Constructed->Pre-initialized
ComputerCraft{1.57} [ComputerCraft] (ComputerCraft1.57.zip) Unloaded->Constructed->Pre-initialized
CCTurtle{1.57} [ComputerCraft Turtles] (ComputerCraft1.57.zip) Unloaded->Constructed->Pre-initialized
SaintsPack{0.1} [Saintspack] (DubstepGun0.1a.zip) Unloaded->Constructed->Pre-initialized
ThebombzenAPI{2.2.0} [ThebombzenAPI] (ThebombzenAPI-v2.2.0-mc1.6.4.jar) Unloaded->Constructed->Pre-initialized
EnchantView{3.12.0} [EnchantView] (EnchantView-v3.12.0-mc1.6.4.jar) Unloaded->Constructed->Pre-initialized
ThermalExpansion{3.0.0.b8} [Thermal Expansion] (ThermalExpansion-3.0.0.b8.jar) Unloaded->Constructed->Pre-initialized
IC2{2.0.357-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.357-experimental.jar) Unloaded->Constructed->Pre-initialized
GalacticraftCore{2.0.2} [Galacticraft Core] (Galacticraft-1.6.4-2.0.2.814.jar) Unloaded->Constructed->Pre-initialized
GalacticraftMars{2.0.2} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.2.814.jar) Unloaded->Constructed->Pre-initialized
iChunUtil{2.3.0} [iChunUtil] (iChunUtil2.3.0.zip) Unloaded->Constructed->Pre-initialized
GraviGun{2.0.0} [GraviGun] (GravityGun2.0.0.zip) Unloaded->Constructed->Pre-initialized
Hats{2.0.2} [Hats] (Hats2.0.2.zip) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded{1.6.2R2.7.1} [MineFactory Reloaded] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
Highlands{2.1.3} [Highlands] (Highlands2.1.4_MC1.6.4.zip) Unloaded->Constructed->Pre-initialized
HoloInventory{0.1} [HoloInventory] (HoloInventory-1.0.12.jar) Unloaded->Constructed->Pre-initialized
HopperDuctMod{1.2.2} [Hopper Ducts] (HopperDuctsMod1.2.2.zip) Unloaded->Constructed->Pre-initialized
IronChest{5.4.1.649} [Iron Chest] (ironchest-universal-1.6.4-5.4.1.649.zip) Unloaded->Constructed->Pre-initialized
KeithyUtils{1.2} [Keithy Utils] (KeithyUtils-1.6.2-1.2b.jar) Unloaded->Constructed->Pre-initialized
Lantern{1.5} [Lantern Mod] (LanternMod(1.5).zip) Unloaded->Constructed->Pre-initialized
Metallurgy3Core{3.2.3} [Metallurgy 3 Core] (Metallurgy-1.6.4-3.3.1.jar) Unloaded->Constructed->Pre-initialized
Metallurgy3Base{3.2.3} [Metallurgy 3 Base] (Metallurgy-1.6.4-3.3.1.jar) Unloaded->Constructed->Pre-initialized
Metallurgy3Machines{3.2.3} [Metallurgy 3 Machines] (Metallurgy-1.6.4-3.3.1.jar) Unloaded->Constructed->Pre-initialized
Metallurgy3Vanilla{3.2.3} [Metallurgy 3 Vanilla] (Metallurgy-1.6.4-3.3.1.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatAppliedEnergistics{1.6.2R2.7.1} [MFR Compat: Applied Energistics] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatAtum{1.6.2R2.7.1} [MFR Compat: Atum] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatBackTools{1.6.2R2.7.1} [MFR Compat: BackTools] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatBiomesOPlenty{1.6.2R2.7.1} [MFR Compat: Biomes O' Plenty] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatChococraft{1.6.2R2.7.1} [MFR Compat: Chococraft] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatExtraBiomes{1.6.2R2.7.1} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatForestry{1.6.2R2.7.1} [MFR Compat: Forestry] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatForestryPre{1.6.2R2.7.1} [MFR Compat: Forestry (part 2)] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatIC2{1.6.2R2.7.1} [MFR Compat: IC2] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatMagicalCrops{1.6.2R2.7.1} [MFR Compat: Magical Crops] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
Mystcraft{0.10.8.00} [Mystcraft] (mystcraft-uni-1.6.4-0.10.8.00.zip) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatMystcraft{1.6.2R2.7.1} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatPams{1.6.2R2.7.1} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatRailcraft{1.6.2R2.7.1} [MFR Compat: Railcraft] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatRP2{1.6.2R2.7.1} [MFR Compat: RP2] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatSufficientBiomes{1.6.2R2.7.1} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatThaumcraft{1.6.2R2.7.1} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatTwilightForest{1.6.2R2.7.1} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatVanilla{1.6.2R2.7.1} [MFR Compat: Vanilla] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatXyCraft{1.6.2R2.7.1} [MFR Compat: XyCraft] (MineFactoryReloaded-2.7.1-36.jar) Unloaded->Constructed->Pre-initialized
PokeCycles{v1.0} [PokeCycles] (PokeCycles.zip) Unloaded->Constructed->Pre-initialized
PortalGun{2.0.1} [PortalGun] (PortalGun2.0.1.zip) Unloaded->Constructed->Pre-initialized
TLPrinterBlock{1.6.4} [PrinterBlock] (PrinterBlock_1.6.4a.zip) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.193} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Core{4.0.2.6} [Project: Red-Core] (ProjectRedBase-1.6.4-4.0.2.6.jar) Unloaded->Constructed->Pre-initialized
TConstruct{1.6.X_1.5.0d} [Tinkers' Construct] (TConstruct_1.6.4_1.5.0d9.jar) Unloaded->Constructed->Errored
ProjRed|Compatability{4.0.2.6} [ProjectRed-Compatability] (ProjectRedCompat-1.6.4-4.0.2.6.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Integration{4.0.2.6} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.0.2.6.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transmission{4.0.2.6} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.0.2.6.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Exploration{4.0.2.6} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.0.2.6.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Illumination{4.0.2.6} [ProjectRed-Illumination] (ProjectRedWorld-1.6.4-4.0.2.6.jar) Unloaded->Constructed->Pre-initialized
resonantinduction{0.2.2} [Resonant Induction] (Resonant_Induction_v0.2.2.208.jar) Unloaded->Constructed->Pre-initialized
StevesCarts{2.0.0.a134} [Steve's Carts 2] (StevesCarts2.0.0.a134.zip) Unloaded->Constructed->Pre-initialized
TConstruct|ForgeMuliPart{0.1} [TConstruct Compat: FMP] (TConstruct_1.6.4_1.5.0d9.jar) Unloaded->Constructed->Pre-initialized
TConstruct|CompatMineFactoryReloaded{0.2} [TConstruct Compat: MFR] (TConstruct_1.6.4_1.5.0d9.jar) Unloaded->Constructed->Errored
TConstruct|NotEnoughItems{0.1} [TConstruct Compat: NEI] (TConstruct_1.6.4_1.5.0d9.jar) Unloaded->Constructed->Pre-initialized
TConstruct|CompatWaila{0.0.1} [TConstruct Compat: Waila] (TConstruct_1.6.4_1.5.0d9.jar) Unloaded->Constructed->Errored
modteamcrafted{v1} [The Team Crafted Mod] (TeamCraftedMod_1.6.4-Olimation[1.7].zip) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.193} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.193} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized
TConstruct Environment: Sane and ready for action. Bugs may be reported.
Please help its needed very much.
I'm not an expert at these, but I'm guessing you need to change the block ID for the ender fluid from 3218 to 2018 in the configuration file.
I don't think anyone would want that. Do the attributes have to be useful? Like half of my suggestions were for attributes that would probably not be considered helpful, for example: the heavy armor and the magnet armor. I think heavy armor was the most hindering attribute out of all of them.
I read the changelog of this latest version of TC and I did not see anything about it being removed, I just saw all this:
Mechworks 0.1.3
- Drawbridges now work as an elevator
- Advanced and Extended drawbridges keep their inventory on harvest
- Extended drawbridges extend to 64 as they should now
- Redstone behavior is very similar to pistons on drawbridges now.
1.5.2.6
- Added a name tag recipe
- Fixed blood drop item behavior
- Added a config for crafting of endstone
- Added a config to disable tool log spam
- Fixed a bug with tool log spam
- Misc fixes
But when in creative mode or looking through NEI, I do not see the drawbridge nor is it even in the TC books. I really hope it didn't get removed because I use this thing alot and now it's not there anymore, even the one I already had made are gone so now my place looks weird.
Edit::
Nvm, I notice that it is now a separate mod