CrazyPants, I have a bug report for you. While I was screwing around with EnderIO's Capacitor Blocks and getting familiar with the mod for the spotlight, I broke one off of the structure I had made with a Diamond Pickaxe and the resulting block was NOT stacking with the other 52 I had in my hotbar. The structure had absolutely no energy in it and the lone block and the other 52 were the same ID and no metadata. But when I restarted the game, the errant block became stackable again.
Hey do you have any plans to make it compatable with Applied Energistics, so to run its cable trou your block, I would love that ;-)
Correct me if I'm wrong, but would you happen to be "Nick DeThunder" from YouTube? I ask as I had responded to someone by that name on Bevo's video of this mod who was asking pretty much the same question.
CrazyPants, I have a bug report for you. While I was screwing around with EnderIO's Capacitor Blocks and getting familiar with the mod for the spotlight, I broke one off of the structure I had made with a Diamond Pickaxe and the resulting block was NOT stacking with the other 52 I had in my hotbar. The structure had absolutely no energy in it and the lone block and the other 52 were the same ID and no metadata. But when I restarted the game, the errant block became stackable again.
This happens similarly with the inter-dimensional transceivers although I am now sure our it truly a bug... They might store data that is set so as to be place-able and pickable by computercraft turtles?
This happens similarly with the inter-dimensional transceivers although I am now sure our it truly a bug... They might store data that is set so as to be place-able and pickable by computercraft turtles?
As far as I know, blocks don't require extra data to be able to be picked up and placed by CC Turtles (the turtle.dig & turtle.place commands use the same events and procedures as the player), so that probably isn't it, unless Crazy is working on CC integration behind the scenes and the extra data within the tile entity to provide the methods for CC is just initializing weirdly (which it shouldn't as I didn't have CC installed when I was farting around with it).
To be honest, I think it might be related to the way Crazy is storing the data if the block has energy in it. I think the way it should be done is through a check if any applicable data (energy levels & redstone settings) == null, if true, drop the regular block ID, if false, write the data to the dropped item in the form of NBT data (commonly used) or the metadata (if Crazy has a metadata scheme set up). Then again, I'm not looking at the code right now, so this is all complete conjecture.
As far as I know, blocks don't require extra data to be able to be picked up and placed by CC Turtles (the turtle.dig & turtle.place commands use the same events and procedures as the player.
Yeah sorry, I was kinda unclear, King Lemming got the energy tesserects to keep the individual options set (such as private etc) so that direwolf20 could make his custom "chuck-eater". If these inter dimensional transceivers keep the settings (nbt data or whatelse) it makes sense that they would not stack.
Yeah sorry, I was kinda unclear, King Lemming got the energy tesserects to keep the individual options set (such as private etc) so that direwolf20 could make his custom "chuck-eater". If these inter dimensional transceivers keep the settings (nbt data or whatelse) it makes sense that they would not stack.
Oh, okay, I get what you mean. Yeah, in that case, then the customized transceivers wouldn't be able to stack, but the main thing with the "bug" I tripped on was that I didn't change any settings. I think I might test it real quick with the DTs, though, just to double check.
Crazy pants, would there be any possibility you could try to get this mod to be compatible with DartCraft, currently using a force wrench on conduits can cause a crash and the save to be deleted. It isn't actually deleted but the save becomes corrupt and deletes the level.dat, you can fix the save but yea that is what happens. Thank you for at least reading this post otherwise! =)
Crazy pants, would there be any possibility you could try to get this mod to be compatible with DartCraft, currently using a force wrench on conduits can cause a crash and the save to be deleted. It isn't actually deleted but the save becomes corrupt and deletes the level.dat, you can fix the save but yea that is what happens. Thank you for at least reading this post otherwise! =)
I can't reproduce any crashes but things certainly dont work too well. If you are going to report an issue you MUST include the version of all the mods etc involved or there is no chance it can be fixed. Having said that, compatibility is something you will need to request from the dart craft dev. The force wrench works using an entirely non-standard mechanism. This, coupled with the fact that DC is not open source, makes it all but impossible for me to make things compatible. Where a mod uses non-standard mechanisms for dong things it is really their responsibility to ensure things work correctly. For example, if a mods machines don't work with the ender IO (an example of a non-standard use of MC) it is 100% up to me to fix it, not up to other authors to make it compatable.
A quick note to those making bug reports / feature requests etc via this forum, there is an extremely good chance they will be missed / forgotten. As stated in the main forum post, please raise these issues on Github I do attempt to keep up with all the posts and raise issue myself when I can but I am not always able to do so.
I have very limited time at the moment so I wont be able to cover the various issues raise in the last couple of days. If you dont want them forgotten, please, head over to github.
Version 0.2.3 uploaded.
- Added fluid support to the transceivers.
- Default cost is 0.25 mj/bucket (changable via the config)
- Supports multiple liquids per transceiver
- The type of fluid a conduit will accept is now rendered as an edge/outline on the conduit
- Tip: If using a single transceiver for multiple fluids, turn of output on the receiving end, place your conduits, set their fluid type by right clicking with a bucket/tin etc of the fluid you want in that conduit, then enable output.
As always, if you find any issues please raise them on Githib
Any chance you could add in the ability to have more then one of the same conduit in the same block. i know this does not sound useful for power but it would be extremely useful for liquids! and even redstone if you ever add in colored redstone like the old RP2 or MFR!
Any chance you could add in the ability to have more then one of the same conduit in the same block. i know this does not sound useful for power but it would be extremely useful for liquids! and even redstone if you ever add in colored redstone like the old RP2 or MFR!
Please give the github page a look before posting feature requests, read the last 4 posts on this page.
how make fused quartz , 4 x nether quartz make something elese why ender io do not work with nei
NEI works for the items that can be crafted. Either that or there's a bug with something and a recipe is not getting registered. However, some things need to be made in the alloy smelter, which uses its own handler. If what you mean is that when putting 4 nether quartz pieces in the alloy smelter, it returns something else after smelting... make sure to raise an issue on GitHub.
If you are getting something other than fused Quartz from the alloy Smelter when using 4 quartz then you have Id conflicts. Whatever is being made has the same id as fused Quartz.
If you are getting something other than fused Quartz from the alloy Smelter when using 4 quartz then you have Id conflicts. Whatever is being made has the same id as fused Quartz.
CrazyPants, any info on whether you will add liquid tanks? I would like to know if I have to install Railcraft soon Or might compile OpenBlocks, but I already use your mod and so awesome liquid system should really have its own tanks
CrazyPants, any info on whether you will add liquid tanks? I would like to know if I have to install Railcraft soon Or might compile OpenBlocks, but I already use your mod and so awesome liquid system should really have its own tanks
Cheers 0/
The mod Dynamic Liquid Tanks might be an option. But I'm not sure if that works on 1.6.4.
CrazyPants.. all of the recipes for your specialized ingots seem to have .. changed? This is complicating things since there is no NEI support for more than 50% of the recipes in the mod. Help?
Correct me if I'm wrong, but would you happen to be "Nick DeThunder" from YouTube? I ask as I had responded to someone by that name on Bevo's video of this mod who was asking pretty much the same question.
This happens similarly with the inter-dimensional transceivers although I am now sure our it truly a bug... They might store data that is set so as to be place-able and pickable by computercraft turtles?
As far as I know, blocks don't require extra data to be able to be picked up and placed by CC Turtles (the turtle.dig & turtle.place commands use the same events and procedures as the player), so that probably isn't it, unless Crazy is working on CC integration behind the scenes and the extra data within the tile entity to provide the methods for CC is just initializing weirdly (which it shouldn't as I didn't have CC installed when I was farting around with it).
To be honest, I think it might be related to the way Crazy is storing the data if the block has energy in it. I think the way it should be done is through a check if any applicable data (energy levels & redstone settings) == null, if true, drop the regular block ID, if false, write the data to the dropped item in the form of NBT data (commonly used) or the metadata (if Crazy has a metadata scheme set up). Then again, I'm not looking at the code right now, so this is all complete conjecture.
Huh, then I was wrong. Sorry about that.
Yeah sorry, I was kinda unclear, King Lemming got the energy tesserects to keep the individual options set (such as private etc) so that direwolf20 could make his custom "chuck-eater". If these inter dimensional transceivers keep the settings (nbt data or whatelse) it makes sense that they would not stack.
Oh, okay, I get what you mean. Yeah, in that case, then the customized transceivers wouldn't be able to stack, but the main thing with the "bug" I tripped on was that I didn't change any settings. I think I might test it real quick with the DTs, though, just to double check.
I can't reproduce any crashes but things certainly dont work too well. If you are going to report an issue you MUST include the version of all the mods etc involved or there is no chance it can be fixed. Having said that, compatibility is something you will need to request from the dart craft dev. The force wrench works using an entirely non-standard mechanism. This, coupled with the fact that DC is not open source, makes it all but impossible for me to make things compatible. Where a mod uses non-standard mechanisms for dong things it is really their responsibility to ensure things work correctly. For example, if a mods machines don't work with the ender IO (an example of a non-standard use of MC) it is 100% up to me to fix it, not up to other authors to make it compatable.
I have very limited time at the moment so I wont be able to cover the various issues raise in the last couple of days. If you dont want them forgotten, please, head over to github.
- Added fluid support to the transceivers.
- Default cost is 0.25 mj/bucket (changable via the config)
- Supports multiple liquids per transceiver
- The type of fluid a conduit will accept is now rendered as an edge/outline on the conduit
- Tip: If using a single transceiver for multiple fluids, turn of output on the receiving end, place your conduits, set their fluid type by right clicking with a bucket/tin etc of the fluid you want in that conduit, then enable output.
As always, if you find any issues please raise them on Githib
Please give the github page a look before posting feature requests, read the last 4 posts on this page.
NEI works for the items that can be crafted. Either that or there's a bug with something and a recipe is not getting registered. However, some things need to be made in the alloy smelter, which uses its own handler. If what you mean is that when putting 4 nether quartz pieces in the alloy smelter, it returns something else after smelting... make sure to raise an issue on GitHub.
Sorry, I forgot about standard id conflict.
Cheers 0/
The mod Dynamic Liquid Tanks might be an option. But I'm not sure if that works on 1.6.4.
Profile pic by Cheshirette c: