Reika, I have been wondering what resource pack you usually use? I have been using Faithful 32 ME for 1.7.10, which works fine with your icon textures if I load the resource pack whilst already in game, but when it is loaded prior to launching, some of your textures, namely certain upgrade items turn invisible with purple opposing corners.
I use a custom pack, with many of the vanilla block textures coming from Faithful, and modded ones being my own creations.
I decided to add Chromaticraft to my FTB infinity based pack (with rotarycraft, reactorcraft, electricraft and of course the dragonAPI already installed) on a world I've been playing on for a month or so.. I realise I will have to load additional chunks for pylons etc, also rolled back my AE2 related mods to RV2 versions, but I am having an issue with extracells2 liquids.. For instance, the export busses will no longer export their target fluid to their output (this gets messy where liquid nitrogen is involved) and as an example, I can no longer extract say a bucket of jet fuel or what have you from liquid terminals..
I realise I must be doing something wrong, but I would just love to be able to add chromaticraft in to the pack. As it stands I have to keep it disabled to play.
Any help would be greatly appreciated!
I fail to see how CC being installed means that ExtraCells buses no longer work.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
I also can't understand it, but maybe it is not affecting the busses or interfaces themselves, but possibly the fluids? Is there a version of Extracells2 that is compatible with chromaticraft or are all versions compatible? I am also using the latest version of AE2 stuff for RV2..
It's a little confusing what is and what is not compatible, especially, when like myself you haven't played modded minecraft for a good 3 or 4 years.
Also is Chromaticraft still incompatible with RV3 of AE?
It works fine with rv3 with v17 in the revolution pack, so it's been compatible for at least 2 years I'd say?
As for your issue, try creating a new world and see if the same issue happens there as well. I do remember running into an issue with fluids upon removing a mod, which caused fluid id's to be messed up. So maybe it's a similar case here.
ExtraCells-1.7.10-2.3.14b197 is used with ae2 rv2-stable10 in the sgdr pack and works just fine from my experience. Though I haven't actually used fluid export buses, just storage buses. Using the fluid terminal works just fine.
OK I've figured it out - adding Chromaticraft was utilising some fluid ID's that rotarycraft had... more than likely my doing.. Any how.. The issue was I had the fluid storage drives partitioned with the respective fluids (Liquid nitrogen and jet fuel) and once chromaticraft was enabled, those fluids became a potion and chroma and would not let me interact with them till I had removed the precise partitioning from the respective drives.. Now to enjoy chromaticraft
thanks! what else works, if you know of anything else?
also, is it intended that stuff like enderquarrys dont harvest any shards? idk if its just that my quarry hasnt come across any yet or if it just doesnt harvest it properly but i havent gotten any new shards from it yet.
Anything that requires CrC progression to harvest cannot be acquired by any autominer that is not the boring machine or the mineral extractor. This is because those other machines have no way to check progression.
Hi all. I'm having trouble with the spawner controller in v23b. It is WAYY too overpowered. With just two gas engines (131.072KW) and no gears (512 rads) it spawns 100s of mobs in just a few seconds. Any ideas?