1.7.10
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For the longest time, I said no because I felt it would be a waste of block IDs. However, with 1.7's changes, this is more viable.
However, since each stair and slab would need its own ID - thus necessitating over 40 new blocks - this is going to wait until 1.7.
More important is the fact that the fermenter is not supposed to be hot.
Downgrade to LegacyCraft v13.
Aside from the biome controls, no.
Three problems here. One, the meteors are simply "fired" in a random direction and left to impact whatever is in their path; they are projectiles, not target-seeking missiles. Two, how is the meteor to know about the existence of a building from any mod (or from vanilla)? It is not a "thing" in the game world which can be detected. Third is performance. To continuously test a 12-block radius around the meteor every tick would make them lag horifically.
If you have RotaryCraft, its force field has a protection capability.
What will be v15 already has it.
Use LegacyCraft v13.
Sometimes the non-global airbursts fail to take effect. I have no idea why this is.
I know of this, but every fix has failed to work.
EDIT:
I found the problem - falling sand entities representing reactorcraft ore lose the metadata property when landing on an invalid spot.
Fixed.
The thing is, our base is like on the very top of alps and ambient temperature is -16C or so. So the thing refuses to run unless there is some sort of heat source.I don't have to ramp it up to a 1000 (though that will server for the blast furnace) but some heat has to be there.
OK, but lava is not the answer. Yeast does no better at 1200C than it does at -16. In fact, it rather unsurprisingly does worse.
Also, what all counts as "organic material" when referring to the fermenter? I know leaves work, but a list would be appreciated.
There is nowhere to fetch those values from - they are buried in code - and as such I would have to write out the literal values. I do not want to do this, as it would not change if the code did.
Okay I'll change the global airburst to true, well when I make my new instance [with UE]
Author of Thaumic Revelations, and maybe other stuff eventually.
Which block would that be?
Is there something special I need to do with the block to use it? I had it placed over the corner of a 3x3 water hole for testing and saw it removing blocks. I tried connecting the pipes on all sides (even the bottom) and nothing connects. Even adjacent tanks or machines which take liquids do not seem to react.
It is a bucket filling device. Use item pipes, not liquid pipes.
Just because it can withstand a creeper blast does not mean it can withstand the mass of a house at Mach 40.
Found out what is causing this error:
The issue is if the water is blocked somewhere from falling to the hydrokinetic engine. I use a setup that engages pistons to turn off the water flow to the engines when not in use to save on lubricant -- this often starts the console spam, and requires a break of the engines to get them working again.
Is there a way to check to see if there is a non-air/flowing water block between the engine and the source block, so that engine control is usable?
https://sites.google.com/site/reikasminecraft/faq
Why do you need the ECU for the hydrokinetic? Also, that would block the paddles.
I see, that works well. Thank you for the response!
And added a new feature:
If we account for a meteor with a seven meter diameter (about the size of the meteor craft meteors (I think))
with a density of 3000kg/m^3 and a velocity of about 17km/s and an impact angle of 45 degrees...
Assuming my math is right said hypothetical meteor would impact with the force of about 19 kilotons of tnt
Supposedly the Nuclear weapons detonated on Hiroshima and Nagasaki detonated with the respective forces of 16 kilotons of tnt and 21 kilotons of tnt
I think it probably wouldn't hurt to make nuke-proof blocks from other mods resistant to meteor impacts.
As for obsidian though...