In the meantime, I have to figure out what to do with the old drive, which, despite being 10-12 years old with 53k power-on hours, and having a SATA-USB interface that is probably at least partially faulty, is marked as having zero faults, and <1% wear, in the actual drive by CrystalDiskInfo, and thus feels like something I should hold onto.
I know it's been like a month, just pointing out that drives can and do fail sometimes without any S.M.A.R.T. warning. I wouldn't trust it to hold any mission critical data because of it's age more than anything, maybe use it in a RAID array or as a secondary backup?
Anyways, I would like some help on the new 24c update. I'm playing with FTB Infinity and noticed that the blue sky color (upper screenshot) changed to a dark grey (lower screenshot) after updating DragonAPI to the latest version. I reinstalled the pack and put only the DragonAPI jar along the default FTB Infinity mods to rule out any funny interactions with mods I've added to the pack like Aether II and Traincraft, but the problem still remains. Rolling back to v22d fixes the issue. I didn't see anything out of the ordinary on the logs, and the game doesn't crash, just makes the sky look really ugly if I'm not using any shaders. Loading SEUS' shaders fixes it, but also turns my FPS into Seconds Per Frame :(., so any help would be appreciated.
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 updated the Faithful 32 images for Rotarycraft v23 a while back, you can find it on Github:
On a side note, I'm have a major issue trying to get the Chromaticraft casting delegate to function (at all) I have it positioned correctly above the casting table with the particle effects showing, it is fully charged and in LOS with a multi aura repeater. I have tried it with a chest above it, to the side of it etc etc and connected to my ME system to try that method. It will not craft any item when fed all the required materials. Is there any other item required to be added to the casting temple for it to function? I have got as far as entering the dimension, but I am yet to find, let alone complete any of the puzzles there..
A follow on from my previous post.. This casting delegate also doesn't connect t any connected AE cable, including EiO AE conduit upon loading my SSP world. If I replace the cable then connection completes. This is the same for the RoC auto crafting unit.
I've been having a rather annoying issue with ChromatiCraft's Lumen Beacon. The beacon block will randomly stop registering that there is a completed multiblock, requiring me to replace it. It seems to happen whenever I unload and reload the chunks it's in, but it also does that even if I don't leave and then come back. The lumen beacon is the same lumen beacon design in the book, I'm playing with the latest versions of ChromatiCraft, DragonAPI, Rotarycraft, Reactorcraft, Electricraft, Expanded Redstone and Void Monster. Any help is appreciated!
but i have a request for chromaticraft: to further general compatibility with the large variety of mods that exist.
request: an ability to blacklist the lumen turret from attacking certain mobs or the ability to blacklist all mobs from a mod. if a spcific mob then the peson using the feature needs to type in that mobs internal id. i.e "reika.voidmonster.entity"* or to block it from attacking all mobs from a mod "thaumcraft.jar"* within a config file.
why make this suggestion: i have previously seen a mod that adds mobs which the turret attacks that upon dying to the turret, but not when dying to a player, cause a game crash to desktop. other uses would be to prevent players from cheesing certain hard mobs/bosses by placing a multichroma rune + lumen turret.
if this feature is used the blacklists contents are added to another page of the lumen turret basically saying "modpack developer has blacklisted these from being attacked by the lumen turret. this isnt a bug dont report to reika"
obviously a option to turn it from a blacklist to a whitelist could also be added.
*: these are likely not the correct way to type these but it gives the idea.
sidenote: i find it weird that the voidmonster cant take damage from lumen turrets....
im thinking he isnt exactly sure how to use it reika...
@user_101: In the configuration file there is a segment labled "Dimension Blacklist" type in the list below this the dimension ID's you dont want it to spawn in. I.E: If a dimension is dimension ID 15 just add 15 to that list.