That's funny, the heater is featured prominently with a Steam Engine in BevoLJ's mod spotlight of Rotarycraft. If it isn't intended for the steam engine then one wonders why it transfers heat to the steam engine.
Just because you can use it for that - although it is difficult - does not mean you should.
I'm testing it right where you see it in the picture you asked me for of the setup. It is overworld, some forested biome, certainly not a "hot" one. I pulled the netherrack when the engine was almost at the explode temp. If you're telling me it will stop right before the explosion point I'll let it go.
In a 25C biome (as most forest biomes are), the temperature should stabilize around 120-130 degrees.
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What ammo do I need, 'cause it said anything metallic.
Nevermind I found it, you should make it so the description says "uses railgun ammo" instead of "anything metallic" so we don't get confused like this.
What ammo do I need, 'cause it said anything metallic.
Nevermind I found it, you should make it so the description says "uses railgun ammo" instead of "anything metallic" so we don't get confused like this.
I quote the description:
The railgun is a very powerful defence weapon. It uses strong magnetic fields to accelerate heavy metallic ammunition at the target, dealing very large amounts of damage. Note that more massive projectiles deal much more damage, and can destroy large areas of terrain. The railgun will automatically target the nearest visible mob; for maximum efficiency, mount it where it has a clear view of the surrounding area. You may also invert the railgun to target below itself rather than above.
I added a special feature to DyeTrees. Can you spot it?
Is it the use of modded wood? Man that looks nice! I don't know why but I have yet to try dye trees. BoP changed the texture for magic tree logs in their latest build:( They suck now.
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I've got a new one for you. FTB Horizon again. I placed a pump in some water. Minecraft stopped responding. No crashlog. My ForgeModLoader-client-0 log, on the other hand, is 439,288 KB filled mostly with this line repeating over and over again:
2013-12-18 16:50:02 [INFO] [STDERR] at Reika.DragonAPI.Instantiable.Data.BlockArray.recursiveAddLiquidWithBounds(BlockArray.java:213)
The newest DragonAPI link appears to be broken on the MediaFire side of things. I verified that I am indeed using the newest link next to 1.6, yet the file appears to be missing.
See below. I am using links off the first page of this thread. Not sure what the issue is, but possibly on the MF side of things. Could you try to upload again, or update the link if it indeed, did change?
The newest DragonAPI link appears to be broken on the MediaFire side of things. I verified that I am indeed using the newest link next to 1.6, yet the file appears to be missing.
Thank you!
Llurendt
Same here, but the problem occurs for rotarycraft with me as well.
Is it the use of modded wood? Man that looks nice! I don't know why but I have yet to try dye trees. BoP changed the texture for magic tree logs in their latest build:( They suck now.
I noticed that during development.
On the downside, this new feature destroys any possibility of TreeCapitator support.
I've got a new one for you. FTB Horizon again. I placed a pump in some water. Minecraft stopped responding. No crashlog. My ForgeModLoader-client-0 log, on the other hand, is 439,288 KB filled mostly with this line repeating over and over again:
Take a screenshot of the water body you were trying to suck up.
I noticed the twilight forest canopy tree with dye leafs.
So why does it destroy compatibility with treecapitator? Since you are obtaining the ID's of the wood blocks, and you know the ID's of your leaf blocks, can't you send TreeCapitator a message saying "Here are a bunch of new tree definitions determined at runtime"? Isn't that what the intermod communication system is for?
(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 noticed the twilight forest canopy tree with dye leafs.
So why does it destroy compatibility with treecapitator? Since you are obtaining the ID's of the wood blocks, and you know the ID's of your leaf blocks, can't you send TreeCapitator a message saying "Here are a bunch of new tree definitions determined at runtime"? Isn't that what the intermod communication system is for?
Because those IDs are already mapped by their parent mods. Additionally, I would need 16*woodList.length mappings, or over 2000 mappings.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I didn't see a 10b link for legacycraft or dragon API.
EDIT: Dragon API 10h does seem to work. However, it fails to detect Extra Biomes.
> 2013-12-18 18:25:20 [INFO] [STDOUT] DRAGONAPI: ExtraBiomesXL not detected in the MC installation. No special action taken.
It's also complaining about forestry
2013-12-18 18:25:25 [INFO] [STDOUT] DRAGONAPI: Loading handler for mod Forestry
2013-12-18 18:25:25 [INFO] [STDOUT] DRAGONAPI: Forestry method not found! forestry.core.config.ForestryItem.item()
2013-12-18 18:25:25 [INFO] [STDERR] java.lang.NoSuchMethodException: forestry.core.config.ForestryItem.item()
2013-12-18 18:25:25 [INFO] [STDERR] at java.lang.Class.getMethod(Class.java:1665)
2013-12-18 18:25:25 [INFO] [STDERR] at Reika.DragonAPI.ModInteract.ForestryHandler.<init>(ForestryHandler.java:35)
2013-12-18 18:25:25 [INFO] [STDERR] at Reika.DragonAPI.ModInteract.ForestryHandler.<clinit>(ForestryHandler.java:25)
(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?
Just a suggestion: purple crystals (maybe all crystals) should not be able to be silk-touched. Someone on my server has a tiny room of purple crystals he has collected and you get unlimited free xp just from standing there. You can go from level 0-30 in about 2 minutes.
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Check out my Mod Spotlights and Let's Play series! - https://www.youtube....?feature=vmdshb
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(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?
For LegacyCraft: Is it possible to have "dumb zombies" that walk off cliffs, but smart creepers and skeletons that path properly?
(If not, I'll just switch them all to dumb AI)
(Actually, weren't creepers originally made dumb deliberately to keep them from being too nasty? When/why were they changed to be smart?)
No, they are controlled globally. Creepers got the new pathfinding in 1.3.
Just a suggestion: purple crystals (maybe all crystals) should not be able to be silk-touched. Someone on my server has a tiny room of purple crystals he has collected and you get unlimited free xp just from standing there. You can go from level 0-30 in about 2 minutes.
I see no issue with that. Given the relative rarity of crystals, and the fact that only 1/16 are purple, the amount of work required for that is appropriate.
EDIT: Dragon API 10h does seem to work. However, it fails to detect Extra Biomes.
> 2013-12-18 18:25:20 [INFO] [STDOUT] DRAGONAPI: ExtraBiomesXL not detected in the MC installation. No special action taken.
Wrong ammo.
Just because you can use it for that - although it is difficult - does not mean you should.
In a 25C biome (as most forest biomes are), the temperature should stabilize around 120-130 degrees.
What is the issue here ? I have tried multiple times to download it.
Edit : Happening for the API as well.
What ammo do I need, 'cause it said anything metallic.
Nevermind I found it, you should make it so the description says "uses railgun ammo" instead of "anything metallic" so we don't get confused like this.
I quote the description:
It does not say "anything metallic".
You are trying to access old links.
Is it the use of modded wood? Man that looks nice! I don't know why but I have yet to try dye trees. BoP changed the texture for magic tree logs in their latest build:( They suck now.
Thank you!
Llurendt
See below. I am using links off the first page of this thread. Not sure what the issue is, but possibly on the MF side of things. Could you try to upload again, or update the link if it indeed, did change?
Same here, but the problem occurs for rotarycraft with me as well.
I noticed that during development.
On the downside, this new feature destroys any possibility of TreeCapitator support.
Take a screenshot of the water body you were trying to suck up.
So why does it destroy compatibility with treecapitator? Since you are obtaining the ID's of the wood blocks, and you know the ID's of your leaf blocks, can't you send TreeCapitator a message saying "Here are a bunch of new tree definitions determined at runtime"? Isn't that what the intermod communication system is for?
* 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?
Because those IDs are already mapped by their parent mods. Additionally, I would need 16*woodList.length mappings, or over 2000 mappings.
I didn't see a 10b link for legacycraft or dragon API.
EDIT: Dragon API 10h does seem to work. However, it fails to detect Extra Biomes.
> 2013-12-18 18:25:20 [INFO] [STDOUT] DRAGONAPI: ExtraBiomesXL not detected in the MC installation. No special action taken.
It's also complaining about forestry
* 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?
Taking requests - PM me if you want me to spotlight your mod.
(If not, I'll just switch them all to dumb AI)
(Actually, weren't creepers originally made dumb deliberately to keep them from being too nasty? When/why were they changed to be smart?)
* 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?
What is affected by it? Cause I like difficulty
It affects some parameters in the mod that affect overall difficulty. Most notably some part crafting recipe outputs and lubricant/fuel production.
No, they are controlled globally. Creepers got the new pathfinding in 1.3.
I see no issue with that. Given the relative rarity of crystals, and the fact that only 1/16 are purple, the amount of work required for that is appropriate.
Which means I do not have the mod ID correct.
And that means Forestry rewrote the registration system again...
So what are the valid values for it? Will try bumping it up 1, but curious as to what the range is.
1-3. Higher numbers are harder.