Can the new metal types (Invar, Platinum, Electrum, Silver, Lead) be made available with Thermal Foundation instead of Thermal Expansion?
I don't have Thermal Expansion, but a few of my mods (Specifically artifice) uses Thermal Foundation as a dependency. I don't want to have to get Thermal Expansion to make a platinum sword, for instance. I have my mods set up very specifically and introducing another would mean more work for me to deal with
Liking silver a lot as a tool head material. All it needs is properties from the original Athame(Red Power) and it'll be one beast of a night slayer. 7 inherent attackpower on a broadsword too? Sign me up.
Kind of have a small graphical suggestion. In olden times, when bowmaking with different kinds of wood and such, bowyers would make bows with an outer and inner layer. The inner layer would be more flexible, while the outer layer would be stiffer. The two layers would be glued together.
Right now, you have each limb made of a different material. Do you think, instead of having each limb be a separate material, you could have the bows and crossbows reflect the above information?
I really like the Chisel mod, but one thing kind of bugs me about it. It's been a design choice all along, but the Painterly textures REALLY clash with the default ones. It'd be a tall order, but I think it'd be cool and aesthetically consistent if the textures could be made to look more like Vanilla's.
We're having a bit of oddities on our private server.
Occasionally lubricant hoses hooked up to a grinder will spontaneously fill to maximum - and possibly infinite - liquid. Similar things probably occur with the regular liquid pipes.
I also have a 3 grinder setup each with appropiate levels of power and torque. Angular transducer is telling me they all get power. Only one of them actually is grinding things though. Watching the interface, it appears an item gets ground, but leaving it and re-entering the grinder's interface shows it hasn't actually happened. All of the shafts are set up correctly.
i agree, but yeah, it's not for everyone number 3 sounds interesting. do you happen to know any mod that does that? i'd probably use it
I had to use MC Patcher and a texture pack called "Augmented Native" for the effect. Aside from adding some fancy connected textures, it also changes the lightmap a bit so that a light level of 0 is pitch-black.
Alternatively you can change your gamma settings in the options configuration file (not in game).
A gamma setting of -0.40 should make it impossible to see in the dark. It may also make it impossible to see in dim light, too, so be warned.
I switched to the standard Forge profile (since MCPatcher is kind enough to make a separate profile for it). Crashed again: http://pastebin.com/eN2FD0CW
Removed Railcraft and switched back to MCPatcher and it worked fine. Oh well. Looks like I have to make sacrifices.
Magnetostatic engines convert RF energy into kinetic energy. In the Rotarycraft Guidebook there is information of an MJ to Watt conversion. Just multiply the MJ by 10 and you have the RF to Watt conversion.
The idea of unending torchlight bugged me enough to prioritize this mod over others. No, really. I removed all Multipart-using mods. Free, endless light should be something you work toward, in my opinion. An accomplishment. At least in my opinion. It's not for everyone.
I've built my collection of mods around three axioms: (1)Permantent Light is difficult to achieve, (2)Surplus of food should be difficult to get, and (3)A light level of 0 should be impossible to see in.
It's quite the experience. A difficult, but not too difficult survival experience. I do await impatiently for multipart support, though. It's been hell without Thermal Expansion.
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I don't have Thermal Expansion, but a few of my mods (Specifically artifice) uses Thermal Foundation as a dependency. I don't want to have to get Thermal Expansion to make a platinum sword, for instance. I have my mods set up very specifically and introducing another would mean more work for me to deal with
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Can lead have inherent withering?
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Right now, you have each limb made of a different material. Do you think, instead of having each limb be a separate material, you could have the bows and crossbows reflect the above information?
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Here's images of my setup.
And yes, this is on the latest version.
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Occasionally lubricant hoses hooked up to a grinder will spontaneously fill to maximum - and possibly infinite - liquid. Similar things probably occur with the regular liquid pipes.
I also have a 3 grinder setup each with appropiate levels of power and torque. Angular transducer is telling me they all get power. Only one of them actually is grinding things though. Watching the interface, it appears an item gets ground, but leaving it and re-entering the grinder's interface shows it hasn't actually happened. All of the shafts are set up correctly.
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The Blood 'n' Bones modpack does this trick, so it's definitely possible in FTB.
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I had to use MC Patcher and a texture pack called "Augmented Native" for the effect. Aside from adding some fancy connected textures, it also changes the lightmap a bit so that a light level of 0 is pitch-black.
Alternatively you can change your gamma settings in the options configuration file (not in game).
A gamma setting of -0.40 should make it impossible to see in the dark. It may also make it impossible to see in dim light, too, so be warned.
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Centaur model? Obviously for the best My Little Pony villain, of course.
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I switched to the standard Forge profile (since MCPatcher is kind enough to make a separate profile for it). Crashed again: http://pastebin.com/eN2FD0CW
Removed Railcraft and switched back to MCPatcher and it worked fine. Oh well. Looks like I have to make sacrifices.
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This have anything to do with MCPatcher? Or is it just Railcraft being Railcraft again?
Magnetostatic engines convert RF energy into kinetic energy. In the Rotarycraft Guidebook there is information of an MJ to Watt conversion. Just multiply the MJ by 10 and you have the RF to Watt conversion.
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I've built my collection of mods around three axioms: (1)Permantent Light is difficult to achieve, (2)Surplus of food should be difficult to get, and (3)A light level of 0 should be impossible to see in.
It's quite the experience. A difficult, but not too difficult survival experience. I do await impatiently for multipart support, though. It's been hell without Thermal Expansion.