1.12
1.11
1.10
1.9
1.8.9
1.7.10
It's not updated yet.
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I'm a little surprised that nobody was able to answer my question...I'll quote myself and hope that someone is able to answer me this time.
Does anyone know when the new GUI features were added to TC that allows all the stations to be linked together (like how there are 5 different tabs and it's all in one window/inventory? I noticed another feature that appears to be new since 1.7.10 is the Part Crafter has new 3d textures in the world depending on what matterials/patterns are in it's current inventory.
So anyone know what version of MC this was added to?
How about being patient. Boni has a real life outside of modding after all.
What might be causing a crossbow to not fire sometimes? When I right click with a loaded bolt, more than half the time it just starts the reloading animation again instead of firing. It's in singleplayer, on 1.10.2, could there be some kind of lag issue?
thanks, I figured it was something like that, even though bows are working fine. I'll try to lessen the tick load but I might just have to use bows instead because I don't want to uninstall any of my mods.
You're right, I should of just done that. Thanks for clarifying anyways, though.
I'm going to have to start playing a more recent modpack, that looks really shiny and cool!
ModPack - FTB Beyond 1.2.1 (minecraft 1.10.2)
Laucnher - MultiMc 0.5.0-945 (Windows)
After I broke the smelter block from Tinkers Construct - the game crashed. Now when i enter to my world - game crashing.
Crashlog - http://paste.feed-the-beast.com/view/fe5d1e95
FlmClienLatest - http://paste.feed-the-beast.com/view/4bdda5e4
6100 MB for minecraft.
Fix:
Remove smeltery controller with MCEdit.
I'm having a hard time trying to make an automated smeltery drain system. I have a drain connected to a faucet, and below there are some channels connected to casting tables and ingot casts. The problem is that the casting seems to bug out every time. When I open the faucet, it starts pouring metal into the casts, but the liquid is split equally, which makes it bug out 99% of the time. I end up with half filled casts and.I have to remove both the casting table and the channel, because I can't remove the liquid stuck there. This also happens with Thermal Dynamics ducts, the game tries to fill the casts equally even if there isn't enough liquid to make an ingot. Is there a way to solve this?
It's not really automation, I'm just trying to make more than one ingot at the same time. I have 4 casting tables with channels above, and a single faucet. The problem is that the mod tries to fill each cast equally instead of filling them in order, so If I have 3 ingots of liquid, it will partially fill the casts without making a single ingot. I tried different things with thermal dynamics ducts, but nothing works. I know I can fill each cast with 4 faucets, but then I would need to click each faucet constantly, or make a redstone timer. How do you setup your smelter to cast more than one ingot at the same time?
I solved it by using Steve Factory Manager. With just a few cable blocks and a controller I can move both the liquids to the casts, and the ingots to the chest. I set the output command to "Run once per target", so it always fills the casts instantly and in order. SFM feels like cheating most of the time, as the blocks are really cheap and they allow you to do many things, but I couldn't find a better way to automatize my smelter so that will have to do.
Trying to get a command/config entry from another mod to work with TCon weapons (specifically swords), but whatever I try it says there is no such item. To be specific, I'm working with Zelda Sword Skills and trying to get it to register the swords from Tinker's Construct properly. I have a feeling I may just be misspelling something, but even the ZSS mod author doesn't know why it isn't working.
Are all of the sword item ID's based off what they're made out of (thus more or less making it impossible to realistically register them all...) or am I simply mis-typing something? I'm running Minecraft 1.7.10 (due to a plethora of mods unable/unwilling to update currently =/ )
The command I'm trying to use to test with (so I can put the proper item ID into the configs) is:
zssweaponregistry allow sword tconstruct:broadsword
It says 'Could not find item broadsword for mod tconstruct'
I've also tried it with rapiers and cutlass to no avail...
Thanks for clarifying that, the command is working now but it doesn't seem to be registering correctly still...are the TCon weapons completely renamed based on what they're made out of? So would the command:
zssweaponregistry allow sword tconstruct:broadsword
...need to be repeated for every possible material that the sword (blade) could be made out of?
Would the item name need to be separated with a . or _ between the material and blade type? I.E. shiny.broadsword or some such? I've tried everything I can think of and still can't get it to recognize the TC weapons as actual swords.
https://www.curseforge.com/projects/224029/ / https://www.curseforge.com/projects/220954/
Okay, got an odd one..
A broken mattock still is able to harvest snowballs from snow covers.
more pretty tools are needed
What are the conditions that blue slimes need to spawn?
I had a floating island above my land and blue slimes used to rain down on the land. So I decided to clear out the island and save some of the liquid, green slime grass and green slime dirt for later use.
Now I tried to set up a spawn area by putting down 7x7 green slime dirt/grass with a 3x3 pool of liquid slime in the middle but no slime has spawned yet. Am I missing something?
I'm using MC 1.10.2 so most of the wiki information seems to be outdated.
The liquid slime should be enough to spawn slimes. Just wait a while, it takes some time to spawn them.
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I'm not going to go sign up on another site, sorry, but I will answer the question.
TConstruct-1.10.2-2.6.3
and the modlist is
https://minecraft.curseforge.com/projects/world-tree/relations/dependencies
Anybody who wants to report it has my permission.
That does not seem to work. On the partially destroyed floating island the slimes also spawned without liquid slime just on slime dirt and slime grass. Maybe there is another condition that I miss.
But it is not *that* important to do deeper research. ;-)
Is there something special to do to get a large plate cast? Two ingots of molten gold won't run on a stone large plate on a casting table. I can make other casts of e.g. arrow heads and bow limbs but I'm unable to make a large plate cast.
I'm running MC 1.10.2 if that matters. Did not use tier 2 Tinker's tools forsome time so I cannot say if that is just with the newest version.