1.7.10
Forge
Blocks
Items
Magic
Realism
Fair enough. But I am not going to make a poll; I always favor realism.
How about these?
And what of the fact I have three tabs in the handbook devoted to physics concepts?
I was actually considering sticking pitchblende in the end (seeing as how it kind of fits the atmosphere, and gives another reason to go there).
Um...
Distortion energy method:
Heat Convection:
(which admittedly simplifies to this)
I get this corrupting crash when placing a floodlight: http://pastebin.com/XtekHmk0
And I crash when inputting a non-number value into the coordinate slots in the item-cannon GUI: http://pastebin.com/MjNzD6PM
A similar thing happens with the number slots in the TNT cannon: http://pastebin.com/Rs7rirzz
Inputting anything into the number slots in the block cannon also crashes: http://pastebin.com/JyxRzbK5
Having multiple gearboxes next to each other will cause them to not render properly: http://imgur.com/qZxpnTm
Ethanol carts are very jittery: http://imgur.com/ObaeRx5
Breaking a bright lamp will leave some light behind:
Before: http://imgur.com/pFP3uvq,4v5TZ0N#0
After: http://imgur.com/pFP3uvq,4v5TZ0N#1
Things that might be bugs or my fault:
Shaft crosses don't work:
http://imgur.com/vkExqlw
http://imgur.com/iIxkCrr
Solar towers don't work: http://imgur.com/V2x6Y3h
whenever I charge a gravel gun or fireball launcher, the charge is removed from the spring, but right clicking with it doesn't do anything:
http://imgur.com/zLf5o5U,oG033dz,FZjdvc0#0
http://imgur.com/zLf5o5U,oG033dz,FZjdvc0#1
http://imgur.com/zLf5o5U,oG033dz,FZjdvc0#2
http://imgur.com/NhjZwPA,txDLWYK#0
http://imgur.com/NhjZwPA,txDLWYK#1
Since he already implemented bc power user power converters by power crystals to get IC2 power.
I do like how you set this up. and even put it into categories.
I fixed this some time ago but have not yet uploaded it.
Fixed.
I am investigating.
This is due to bugs in the vanilla cart mechanics; they were never designed for this sort of speed. I am in search of fixes, however.
I am aware of this, and am looking for solutions.
I am looking into this.
Not a bug. The mirrors need to form a "one-piece structure" with the tower.
It is probably trying to right-click the cow with the tools, which does nothing. Also, in the gravel gun picture, those vines will obscure its line of sight, disabling it from firing. Also, you need to charge the fireball launcher like a bow to fire it.
EDIT:
I am unable to reproduce the gearbox rendering glitch. How exactly did it happen?
I also cannot reproduce your shaft cross glitch. All four orientations work for me. I think that maybe you are having a glitch with I/O rendering, and it looks like the cross is in a different I/O orientation than it actually is.
Are both parts of the cross animating?
As for the shaft cross bug, the cross works correctly unless it outputs to a shaft or a shaft junction,otherwise it receives the input and spins, but it doesn't output any power.
I got the solar tower and the tools to work. I just thought the gravel gun needed flint for ammunition and the fireball launcher didn't need anything based off the handbook descriptions. Sorry.
Then it is probably just an OpenGL overflow.
What is at the output is irrelevant; the cross runs the same code at all times.
I updated the handbook to reflect this.
Agreed. I would find a helicopter i in RC legit lol.
OK, pitchblende is going in the end. It is fairly rare, so replacing the whole island is not an issue.
And I will add a config to disable silver spawning, but not the others.
That does not tell me how to do it...
I will make it a config option to rotate hose recipes.
As for the pitchblende:
I made it primarily an end ore, where it is of moderate rarity, with moderate-sized veins (about 12-18 each).
To avoid making it a permanently limited resource, I also allowed it to generate in Mushroom Island biomes between y=8 and y=24, where it is fairly rare (with same vein size).
As a final bonus, I allowed it to generate at the overworld rarity and size in the Twilight Forest, without biome restriction.
I just thought of it...
Also, I completed the uranium processor and the centrifuge:
It looks very cool.
i play MC with 383-384 mods. i use Mats Mega Techpack on the technic launcher, link: http://www.technicpack.net/modpack/mats-techpack-1710.450813
That is pretty clearly a block ID conflict. Some mods catch the ID conflict error and instead go ahead and overwrite existing blocks. Stupid? Yes.
It was never intended to be used with a big ore-heavy pack like FTB, and I am still working out what to do about ore generation.