1.7.10
Forge
Blocks
Items
Magic
Realism
Extra-powerful silk touch - can mine many blocks that do not even allow it, including absolutely every ore my machines can process - greatly increased speed where it matters, infinite durability, spawner harvesting, and silverfish(/hellfish)-stone-clearing.
I
am using Item Collectors with no issue. Either this was already fixed
in v9, or more likely, something is wrong with your world, as it is
another cache-world disagreement.
Also, the repeater issue is caused by the crash. Crashing stops the data from getting saved.
???
I'm having an odd bug in ChromatiCraft. Sometimes, the crystal charger just doesn't draw power from the pylons. Normal behaviour is when you set it down, it starts to rotate, and if any power source is in range, or connected through repeaters, it draws power. Sometimes it doesn't start to rotate and does nothing else either. I couldn't reproduce it reliably but usually, when you re-load your world, it's gone.
If you have pneumaticraft installed, you can remove enchants off of tools onto a book using a vacuum chamber, or you can use the spell cloth from thaumic tinkerer
No. Others undoubtedly play it like you do. It's just that people like me tend to feel a little left out with your attempts to make everything just so.
Once, you told me not to disable the HSLA tools because, even though it doesn't affect the progression, you didn't want the bug reports that went with such actions. Now you set TiC to selectively build only those tools that you didn't make vanilla recipes for. At least I'm now able to see your point in action.
Iguana Tinker Tweaks completely change original TiCon paradigm. You may say it is a completely opposite mod to TiCon.
You would be surprised, how many people obsessed with "progression" in the sense of mindless grinding.
Which will immediately destroy the tool.
?
So it's about time for me to ask about including your mods in my pack. It will be hosted on Curse, with the name Megalomania.
Rule agreements:
1 & 2. Users of my pack will be told not to upload and redistribute the pack or any of its constituent mods.
3. Your mods need not be modified for this pack, and will not be.
4. I'm not gaining anything from of this. I don't run a server with the pack, so I couldn't sell things from the mods if I wanted to.
5. I will not claim credit for the mods themselves.
For those interested, the pack has a bit of everything. Actually a lot of everything. It focuses on rewarding the player for their efforts with massive late game power (how fitting for the mods I'm asking to use).
You told him to not disable tools, because it would confuse people.
Now you implement a feature that people expect to behave in a certain way. It doesn't, thus causing endless confusion.
Seems rather contradictory to your normally observed behavior.
If issue with TiCon made basic tools is material cost, you can always tailor the recipe for parts to require more material, IIRC.
Othervise, I see no good reason to deny people making TiCon pickaxe from RC bedrock.
To me this means there needs to be a clearer explanation, not that the parts need be craftable.
To argue that "it is different, so it is confusing, so it is better to change it to be like everything else" is the same argument people make to try to get me to convert to RF.
Go ahead.
The Lumen Turret keeps disconnecting me from my server whenever it fires. All I see from the console is:
4:29:33 PM CONSOLE: thread/ERROR] [FML]: SimpleChannelHandlerWrapper exception
4:29:34 PM CONSOLE: thread/ERROR] [FML]: There was a critical exception handling a packet on channel ChromaData
Simply put, this:
Previously:
Currently
Am I telling you to do anything? No. It's your mod, you can do what you wish. I have no claim to you, nor you obligation to me.
I can only ask that the competing tool parts be allowed to be used, even if your vanilla-recipe tools are there. Heck, perhaps you can set the TiC material to only have the infinite durability feature, no built-in enchants or special abilities of your monolithic tools. If someone is playing a "disposable-tool" TiC game, then they will likely ignore the TiC replacements anyways and just craft the real things, since they'd be obviously superior. And those of us who are using the replaceable-parts TiC will at least benefit from the long and hard effort of following your mod's progression.
This is where you lose me. I have gazed into the abyss of how the majority play, and I can tell you from experience that most everyone will use the TiC tools regardless of anything else because 1) TiC is familiar to them, 2) TiC tools will be viewed as better no matter what, because that is what popular perception is, 3) TiC tools are easier to make, and 4) Half of the players do not even realize the native RC ones exist.
Also, the bedrock tools are not in the TiC book - I could not add them if I wanted to - and I do not want to nerf the "intended" TiC tools like the hammer. I quite like its power.
Yes, please expalin your objection against crafting the full range of TiCon tools from RC bedrock ingots.
Speaking as a representative of the minority, I'm pleased to have this opportunity to present my side of the issue.
Most everyone? A good number of people, yes, but I seriously doubt the number is high enough to include the word "everyone."
...As opposed to vanilla?
In the case of the plurality you speak of, this is probably a good argument, and I won't question it.
You've got to be kidding. There's a reason I re-enabled vanilla wood tools in my modpack, and it's to allow a player to have a set of tools on the first day without spending the first half of it collecting wood to make the TiC tables and patterns, as well as collecting the materials needed to form the handles, bindings, and heads before assembling them into full tools.
Are you sure of that? After all, one of the big selling points of RoC are the bedrock tools. ITT progression notwithstanding, the idea that a player can have unbreakable tools is one of the main draws to RoC.
I'm afraid you've lost me here... TiC book? Are you referring to player expectation? Because in that case, "book" equals "Not Enough Items."
Fair enough. And is there no way to nerf the competing tools, while keeping the intended abilities of the wanted tools?
That's not true. People who use TiCon are well capable of doing basic math. (Those incapable are using ITT, because it offers that exact "next one is better" solution. But we are not dicussing ITT here, are we?)
That's not really an argument. If they are familiar with TiCon, they are familiar with vanilla crafting, and so on.
Now, THIS is an extreme stretch.
Popular perception is that your mods are badly designed and corrupting MC code. So much for basing judgment on popular perceprions, right? "Popular" doesn't necessarily means "right" or "within intended design".
The TiCon design is not that "it is better", TiCon design is "distinctive choices". That is also why you can't enchant TiCon tools (normally). TiCon have its own means to the same extent, which are better blending with the rest of the mod.
You CAN say that "this is better" from the generic gameplay standpoint.
But if we take comparison on a point case basis, your native tools have properties, that are better left out from TiCon materials.
Err. That actually depends on material involved.
90% Earth's population are morons. Doesn't mean you should cater to every moron in existence?
P.S.
If you want people know about "native" tools, make your "book" design actually usable.
Every time I open it, I want to break my monitor. It is worse than the "Achievement" UI most mods use for "documenting", which is a paramount of shame on its own.
I forgot about the silk touch. I did not know that you can get blocks you normally could not.
I was not aware that the pick let you harvest spawners -- I thought that was the boring machine's specialty.
Being silk touch, removing silverfish blocks makes sense.
* 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?
And what do I set the coil to to get 2 mw for the heat ray?
I would like to ask to use your mods in my public server pack. It will mainly be hosted on Technic launcher, however I am planning on adding it to curse soon. It will most likely be called Forsaken Staff Pack, and will be used on the Forsaken Server Network (www.forsaken.co).
The pack currently includes Rotarycraft, Chromaticraft, Expanded Redstone, Geostrata, CritterPet, and DragonAPI.
Here is the permissions and mod list:
https://docs.google.com/spreadsheets/d/1rA8L4hX3aqDUrdCSZ6Lecv8Y3lootKqSfYxnMBCLP3g/edit?usp=sharing
Rule agreements:
1. Users of my pack will be told not to upload and redistribute the pack or any of its constituent mods.
2. I will not rehost your mods.
3. Your mods will not be modified
4. No-one will make money from the pack
5. I will not claim credit for your mods.
With temperature things it's usually best to have them pretty much even. That being said, I think the heat ray it might not really matter for the tokamak, as what I use ( 1024 and 2048 ) takes it WAY beyond the 150 mill needed. It is a minimum of 2MW to turn on though, so you can't just lower the power either.
This is the main reason to get the pick.. the difference is the boring machine takes setup(and can be gotten much earlier ofc) but using the pick to break a spawner will cause a horde of that mob type to spawn- so be prepared