1.12
1.11
1.10
1.9
1.8.9
1.7.10
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Problem is that even with only the tinkers family of mods the spam persists, and what is mentioned in the spam varies by what you are close to but always includes references to mechworks
Line after line of this:
Transforming tconstruct.mechworks.(this part ofter the last period changes to different classes, but this happens a LOT and with multiple mods, so I do not believe it is there fault.
Facebook Page - http://www.facebook..../Landofdraconis
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That's interesting then. Define "tinkers family of mods". Try only tinkers + mantle, it shouldn't happen with only those two.
The family of mods as they had been were tinkers, mantle and mechworks (though I understand you are not handling that one, but noone knows who is at the moment).
The even more interesting issue is that error shows up in logs even with mechworks disabled (had to because the drawbridges were causing crash errors still)
If you want I can go grab a log from today as I can replicate it easily.
Facebook Page - http://www.facebook..../Landofdraconis
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The question here is what are you guys doing that the rest of us aren't? Because there has to be something in common to those having the issues as it is not happening to everyone who is running the tinkers.
The latest Multipart 310 works just fine with Forge 1208. In fact all of the latest versions of Chickenbones mods for 1.7.10 work just fine with Forge 1208.
http://forum.feed-the-beast.com/threads/1-7-10-purgatory-mod-pack-v0-2-0-hqm-tech-quests-rf-beta-release-10-6.52413/
and.... Then Chickenbones went back and made sure the latest and greatest were compatible with both Forge 1208 and 1217. So as long as anyone has the latest versions of Chickenbones mods they should have no problem staying on 1208 for compatibility with other mods. Although I have yet to have any problems using well over 150 mods in my personal compilation running on Forge 1217.
http://forum.feed-the-beast.com/threads/1-7-10-purgatory-mod-pack-v0-2-0-hqm-tech-quests-rf-beta-release-10-6.52413/
Its only for the lumber axe now iirc.
so no precise mining with hammer. (that would make pickaxes useless)
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
I was wondering if you could make a backport to 1.7.2?
Pretty sure that's not going to happen, since mDiyo was adamantly against modding for that version in the first place. But hey, it's up to Boni (though I would highly recommend moving on... 1.7.2 was a disaster from my experience, with so many bugs it makes the Erebus look like a mansion's kitchen comparatively).
I can see why one might think that is a bad thing, but considering the material differences, it's not like hammers and picks really need to be on par with one another. If I am spending a maximum of 27 of a material to make a hammer, why is it so important that something that costs 2 material remain in use? Simply because it's a different tool type with the same basic use?
And like I said in my post, by the time I have a hammer, the only thing a pick gets used for is mining 1 block every couple of hours to get me out of a hole, so it's already 99% useless, taking up a slot in my inventory except for the scant moment I need it.
But that is also why I asked if it could be a config as opposed to a reversion, because I can still understand folk finding that to be a balance point and not wanting that for their game or server, but it would still be nice for it to be a choice for the rest of us. After having gotten a small taste of it in the previous update, I think it's a nice option is all.