Gregtech for Mc 1.7.10 shows me many Errors because missing Materials from Thaumcraft. (api) And how you fix the Bugs and incompatibilities between IC2 and Gregtech (Solar Panel uncraftable etc...)
I didn't download Gregtech because really there is a lot of replacements for it and I think that Gregtech is really a big mod and it needs a mod pack for itself and some other miscellaneous mods.
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Sorry if I miss spell some words, English isn't my first language
Still an awesome idea! But how would it live with it cousin the Thaumostatic Harness, that is the question...
Make so that it is slow,but for compensation you can put up to 3 chests into extra minecarts that fly with it.
It would be great for long travels.
Or just make it compatible with golem upgrades,each one giving it a different effect.
Make so that it is slow,but for compensation you can put up to 3 chests into extra minecarts that fly with it.
It would be great for long travels.
Or just make it compatible with golem upgrades,each one giving it a different effect.
I already do that with Archimedes' Airships.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Make so that it is slow,but for compensation you can put up to 3 chests into extra minecarts that fly with it.
It would be great for long travels.
Or just make it compatible with golem upgrades,each one giving it a different effect.
I like the upgrade compatible part. But instead of going slower, it could go at the same speed or faster, but only able to move from a specific point A to a specific point B (there coul be multiple point B). So a flying train to travel between different bases and the T.H. to explore far and wide.
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"I grew up seeing thing a little differently,
yet, heavy is the burden of the wise ones, when no one understands a word of what they say.
So, I remember that we're all mad here, and it's ok..."
- Inspired by the song "Cheshire Kitten" by SJ Tucker.
Make so that it is slow,but for compensation you can put up to 3 chests into extra minecarts that fly with it.
It would be great for long travels.
Or just make it compatible with golem upgrades,each one giving it a different effect.
Funny, I was thinking more along the lines of a Thaumium Minecart, which is just a little faster/keeps momentum longer/takes sharper corners without derailing, but then upgrades to an even better, magiked-out cart through infusion. Maybe the magic one automatically pulls a certain number of regular Thaumium Minecarts (or "T.M. with X" carts) behind it, without the need to specify linking.
Also, do you think that a "Thaumium Mincart with Hungry Chest" could be a thing?
Would it be possible to include a feature whereby you can summon your Travelling Trunk if you lose it? I love the Trunk but I hardly ever make use of the storage, because I'm constantly losing the little buggers.
Would it be possible to include a feature whereby you can summon your Travelling Trunk if you lose it? I love the Trunk but I hardly ever make use of the storage, because I'm constantly losing the little buggers.
If you're forgetting where you parked them: I suggest you pick "parking spots" around your base, where you know where to look for them. Out in the field, park them someplace visible from the air, (or if underground, by the exit) with a light or other marker.
If they aren't parked, you only need to get within chunk loading range for them to teleport to you. If you lost them by flying around, you can retrace parts of your path or run a wide grid across the area, (if you must fly, be sure to touch ground regularly). Then head back without flying too far -- again, touch ground often enough for them to catch up with a teleport. If they've wandered to a different underground level, you need to get far enough away for them to teleport.
Either way, this sort of thing is why I've been going over to order upgrades, so I can pick my current trunk up and stash it in my pack. Besides not losing them, this helps keep them out of fights: When you're kiting monsters, the TT's following behavior consistently has it moving to and staying in SotZ range. (I once lost two at once that way....)
The big hazard of picking them up often, is that you need to remember not to place them in cramped quarters (like a mining tunnel): They tend to appear mostly inside a block, and start suffocating -- and while it'll take a while for them to die of that, they won't move out of the block unless you move far enough away to trigger their "follow" reflex. (It's often faster to just mine out the blocks around them.)
ETA: Picking them up also helps avoid portal duplication, which has rapidly shifted from cool to annoying in my book. Otherwise, make sure they're nearby (and not parked) before you use a portal (linkbook, etc) so they go with you.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Whait... how did you manage that? After inventing boots of the traveller, Archimedes for 1.7.2 kicks you out of the game, whenever you trying to interact with the ships helm... How did you do that??????
Would it be possible to include a feature whereby you can summon your Travelling Trunk if you lose it? I love the Trunk but I hardly ever make use of the storage, because I'm constantly losing the little buggers.
im pretty shure it teleports after you. unless you told it to stay put.
Whait... how did you manage that? After inventing boots of the traveller, Archimedes for 1.7.2 kicks you out of the game, whenever you trying to interact with the ships helm... How did you do that??????
I'm using 1.6.4. It closes off the whole Ships mod just from having the research in 1.7.2? I'd heard there was a bad interaction there, but I thought it was just if you're wearing the boots.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
I'm using 1.6.4. It closes off the whole Ships mod just from having the research in 1.7.2? I'd heard there was a bad interaction there, but I thought it was just if you're wearing the boots.
No, when i meet this bug at first, i played a little around with it - to discover, that bug happens whenever boots of the traveller exist as item IN the game. It could be in your pocket, dropped to the ground or put in the chest back at the base - and it is still causing the troubles. Playing creative, ship's helm again operational, when item is deleted. Well, there is possibly a way to make both mods work together... Bit it is a headache. So, it when it comes for me, that one of the mods has to be removed... I believe, you understand, which one was.)
No, when i meet this bug at first, i played a little around with it - to discover, that bug happens whenever boots of the traveller exist as item IN the game. It could be in your pocket, dropped to the ground or put in the chest back at the base - and it is still causing the troubles. Playing creative, ship's helm again operational, when item is deleted. Well, there is possibly a way to make both mods work together... Bit it is a headache. So, it when it comes for me, that one of the mods has to be removed... I believe, you understand, which one was.)
What's the headachey way?
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
The crashlog was all about inventory, so i think it is a way to check out, is the boots still causing problems, if they are not chunkloaded. So, it could be some mystcraft dimension, non-chunkloaded and quickly accessible with something, like following book. But firstly, it should be tested - if it ever helps.
For those that are impatient with the wait for the release... Here is the changelog from the latest beta drop:
4.2.0.0b13
- fixed bug where shader framebuffers weren't properly being set for any shaders after the first one
- underped the Thaumatorium... again. It wasn't properly generating the recipe hash I added to fix the previous problems. - final tweaks and such before getting ready for release
I didn't download Gregtech because really there is a lot of replacements for it and I think that Gregtech is really a big mod and it needs a mod pack for itself and some other miscellaneous mods.
Make so that it is slow,but for compensation you can put up to 3 chests into extra minecarts that fly with it.
It would be great for long travels.
Or just make it compatible with golem upgrades,each one giving it a different effect.
I already do that with Archimedes' Airships.
I like the upgrade compatible part. But instead of going slower, it could go at the same speed or faster, but only able to move from a specific point A to a specific point B (there coul be multiple point B). So a flying train to travel between different bases and the T.H. to explore far and wide.
yet, heavy is the burden of the wise ones, when no one understands a word of what they say.
So, I remember that we're all mad here, and it's ok..."
- Inspired by the song "Cheshire Kitten" by SJ Tucker.
*Grins while backing off into the shadows*
Funny, I was thinking more along the lines of a Thaumium Minecart, which is just a little faster/keeps momentum longer/takes sharper corners without derailing, but then upgrades to an even better, magiked-out cart through infusion. Maybe the magic one automatically pulls a certain number of regular Thaumium Minecarts (or "T.M. with X" carts) behind it, without the need to specify linking.
Also, do you think that a "Thaumium Mincart with Hungry Chest" could be a thing?
If you're forgetting where you parked them: I suggest you pick "parking spots" around your base, where you know where to look for them. Out in the field, park them someplace visible from the air, (or if underground, by the exit) with a light or other marker.
If they aren't parked, you only need to get within chunk loading range for them to teleport to you. If you lost them by flying around, you can retrace parts of your path or run a wide grid across the area, (if you must fly, be sure to touch ground regularly). Then head back without flying too far -- again, touch ground often enough for them to catch up with a teleport. If they've wandered to a different underground level, you need to get far enough away for them to teleport.
Either way, this sort of thing is why I've been going over to order upgrades, so I can pick my current trunk up and stash it in my pack. Besides not losing them, this helps keep them out of fights: When you're kiting monsters, the TT's following behavior consistently has it moving to and staying in SotZ range. (I once lost two at once that way....)
The big hazard of picking them up often, is that you need to remember not to place them in cramped quarters (like a mining tunnel): They tend to appear mostly inside a block, and start suffocating -- and while it'll take a while for them to die of that, they won't move out of the block unless you move far enough away to trigger their "follow" reflex. (It's often faster to just mine out the blocks around them.)
ETA: Picking them up also helps avoid portal duplication, which has rapidly shifted from cool to annoying in my book. Otherwise, make sure they're nearby (and not parked) before you use a portal (linkbook, etc) so they go with you.
Whait... how did you manage that? After inventing boots of the traveller, Archimedes for 1.7.2 kicks you out of the game, whenever you trying to interact with the ships helm... How did you do that??????
im pretty shure it teleports after you. unless you told it to stay put.
I'm using 1.6.4. It closes off the whole Ships mod just from having the research in 1.7.2? I'd heard there was a bad interaction there, but I thought it was just if you're wearing the boots.
A glass block at the helm, right under your feet so you can look down! Why didn't I think of that???
No, when i meet this bug at first, i played a little around with it - to discover, that bug happens whenever boots of the traveller exist as item IN the game. It could be in your pocket, dropped to the ground or put in the chest back at the base - and it is still causing the troubles. Playing creative, ship's helm again operational, when item is deleted. Well, there is possibly a way to make both mods work together... Bit it is a headache. So, it when it comes for me, that one of the mods has to be removed... I believe, you understand, which one was.)
What's the headachey way?
The crashlog was all about inventory, so i think it is a way to check out, is the boots still causing problems, if they are not chunkloaded. So, it could be some mystcraft dimension, non-chunkloaded and quickly accessible with something, like following book. But firstly, it should be tested - if it ever helps.
4.2.0.0b13
- fixed bug where shader framebuffers weren't properly being set for any shaders after the first one
- underped the Thaumatorium... again. It wasn't properly generating the recipe hash I added to fix the previous problems.
- final tweaks and such before getting ready for release