I'm not sure if it's posted somewhere already but there is a server crash between Tinkers Construct and Infernal Mobs. It has to do with the TC Spiky trait and Infernal Mobs that also reflect damage. My crash reports show "Ninja" as the common Infernal Mob trait in most of them. I disabled Ninja and everything has been smooth so far. I'm no pro at this so I could easily be wrong.
Anyways, thanks for the modpack. I'm having a lot of fun
How do you remove methane oil from the squeezer using the empty cells? i am right clicking with empty cell but it just puts the cell in the squeezer. .. i try to put more of the bio mass in to squeeze more but it doesnt turn into a liquid and i just pull out the bio mass.... im really confused...
Gas (methane) immediately flows out of the squeezer, as you can see from the model: there's no place to hold it!
You can use a fluid (engineer's use the term 'fluid' for both liquid and gas) tank (wooden tank is really easy to make) next to it: the methane will flow in the tank, then right click with the empty cells. Right click with filled cell on Blacksmith's Workshop.
Alternatively, simply put the squeezer directly next to the Blacksmith's Workshop, the squeezer will automatically output to the Workshop.
I can't find anything anywhere telling me how to use artisan worktables, it says I can make butter with 3 salt in the kitchen worktable but it the tools in the table have a 6 below them and I've seen recipes with negative numbers below the tool, how do I actually get that modifier or whatever it is on there?
I'm stuck at the smeltery #2 quest. I crafted the grout but its not picked up by the quest book, even with a manual check. And the quest box just says "Air" 0/204 which should be the grout. Any ideas around this?
If you are as annoyed with exploding Tiberium as I am, I patched the .jar for TAIGA and disabled the explosions. The code is still there, I just patched the logic such that explosions will never happen. I didn't recompile from source, I patched the .class files with a Java binary patcher.
Copy in the file downloaded from the URL above: taiga-1.12.2-1.3.4JMv1.jar
Perform these steps for both Client and Server if you are using a server
Restart Minecraft Client and Server
I've been running this for a few hours now and haven't had any issues with it. It appears the TAIGA mod has been abandoned by the mod author, and if I can find a recent copy of the codebase I may consider taking it over. I would prefer to make the Tiberium explosions a configurable option rather than just disabling it, but I need the most recent code version to do that. I found a fork that does include a config option on GitHub, but it is quite old.
Full disclosure: This is not necessarily the way the modpack author wants you to play the pack. For me, I find the exploding Tiberium to be insufferably annoying and rather than rage quit the game I decided to just patch around it.
The Meaning of Life, the Universe, and Everything.
I don't mind^^ I would have switched off the explosions myself but without java knowledge I can't do that. Also I can't upload modpacks with manipulated mods to Curse or my project will be banned. But the comminuty has found a workaround. With Exchangers you can safely swap the blocks without any explosions. Even the wooden Exchager already works.
Hello! Just getting to midgame with this pack, and am currently debating quitting after starting the 7x7 me controller. Is there any way to automate the artisan crafting tables, and 5x5 and 7x7 crafting grids? It seems like quite a hassle, and I see almost no point in continuing if I am not able to access single click automation for basic components like the mekanism control circuits, the transistors that make them, etc. If it is possible however locked behind endgame could you possibly considering moving full automation forwards to T3?
EDIT: I have done a little work and found that I can successfully automate the carpenter fairly easily, it just requires a lot of carpenters for each recipe, same goes for extended crafting. I would heavily advise decreasing the requirements for an entry level me system, and allowing autocrafting at T3/T4 in order to make the pack feel not just like a slog, but instead like a challenging puzzle where automation is possible, just requires ingenuity.
Was wondering if there would be an issue/any interest in adding ender io even if recipes were made to be endgame as they are much cleaner and look better than all other pipes and ducts I have ever seen I feel even if all other parts of the mod (minus painting machine and the blocks to cover pipes) I still feel it would be an improvement
doubt you will see this but can you add divining rods into this i don't know if it will work with underground biomes, but i hope you will try atleast and also building gadgets is a really cool tech mod! thanks for considering! this modpack is great!