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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics

    Got it!


    If anybody should happen to run in to the issue and you have access to console commands, you can spawn the crafting aspects with


    /give <player> thaumicenergistics:crafting.aspect 1 0 {Aspect:"<aspect>"}


    for example


    /give darinth thaumicenergistics:crafting.aspect 1 0 {Aspect:"perfodio"}


    gave me the perfodio crafting aspect I needed to make the recipe.

    Posted in: WIP Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics
    Quote from Nividica»


    That is a strange issue. The only thing I can think of off the top of my head is that the server side & client side "known aspects" list is out of sync. Or perhaps the item aspects are out of sync. It could also just be some kind of index or render bug, but so far nothing I try causes this to happen.


    So I tested this by switching over to a single-player world in creative and giving myself a full set of research, scanning a stone pickaxe and then putting it in a distillation pattern encoder and still ended up with the perfodio missing. I'm running on the FTB Infinity Evolved modpack, I'll see if this is a problem with my installation or if this is a more general problem with the modpack.

    I noticed by encoding a pattern and then putting it into a pattern terminal that what it actually encodes is a pattern set to create a specific item (It shows up in NEI as "Unknown Aspect" and is on my modpack and world ID 7085). I'd guess that the distillation pattern encoder applies NBT data to the item to specify the aspect. Is there any way (command line?) to simply spawn the appropriate item with the right NBT data in order to manually encode a pattern?
    Posted in: WIP Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics

    Having an issue I don't really understand. A number of items are missing aspects when I stick them in the Distillation Pattern Encoder. The problem appears to be related to the items themselves and not to specific aspects. As an example, Instrumentum is missing off of Stone shovels (off of all of the shovels I tested actually) but is still on single use safari balls. Tutamen is missing from a sleeping bag, but is on ender pouchs still. My solution after a bit of experimenting has been to encode a pattern using the distillation pattern encoder. After you've done that, you can still put the pattern into the standard ME pattern encoder and change the input item. This has worked so far, but I don't know if I'll be able to find an item that will continue to match for the aspect that I have and need. Any clue why some items are missing aspects?

    Posted in: WIP Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    Crystals only run effects with players nearby. This is intentional.


    Thank you for the information! :)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    So... I was using a combination of thaumcraft golems, thaumcraft warded blocks, and geostrata regeneration crystals to automatically construct and kill withers. The golems would spawn it, kill it, and collect it's loot and because of the regenation crystal and armor the wither couldn't kill them. I tested it in single player on creative mode before moving it to a server, everything was working fine. I watched the setup kill a dozen withers before I was convinced that everything was fine and then I went off elsewhere to work on some other ideas. A short time later, I realize that I'd stopped hearing the sound of the wither being summoned and so I went back to my production facility and found that my guard golems were all gone. My best guess is that, since it was probably a little over 5 minutes (the during of the potion crystals) after I left the area when I left the area the potion crystal stopped functioning. 5 minutes went by, the golems lost their regeneration buff, and the wither then proceeded to kill them. Do potion crystals stop functioning when there isn't a player nearby? If so, is there a way to fix it?

    Edit: After a bit more testing, I think I'm correct. After 5 minutes, I get one more wither summon which kills the golems and then that wither just sits there in it's cage all sad.

    Edit 2: Tried an autonomous activator (from TE) pointed at the crystal since I know hitting crystals activates them more quickly. Unfortunately the activator does not trigger the effect.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    So... playing around with a hungry node on Thaumcraft 4.1.0f (ftb monster pack 1.1.0) which default thaumcraft's hard_mode_nodes to false, and is thus the setting that the server runs into I've ran into an annoyance with hungry nodes. Because they nodes won't pull in entities, this includes items, it's really difficult to get a full list of aspects on a hungry node. After some experimenting with them I've learned the following: Hungry nodes don't gain aspects based on the block eaten, but based on what the block turns in to. Thus, blocks that are simply destroyed (such as leaves or ice) grant no aspects. Most plants are ignored; I'm guessing that it tests up against the projectile collision box which most plants don't have.

    As of this moment, I'm missing Aurum, Granum, Perfodio, Sano, Telum, and Vitium. I should be able to get Telum via Saguro Cacti one I get some more collected. I'm out of ideas for the rest of them. All of the options I've got are either plants that are ignored or don't break down into something that has the elements, such as the cave crystals from geostrata which have aurum but the crystal pieces that they break into don't have it. Does anybody have any ideas for getting these elements into the hungry node? I've also already tried feeding it jars of essentia and putting items with these aspects into a chest and letting it eat that.

    Edit: Also, is there any way to actually pick up crusted taint or tainted soil? Silk touch pickaxes, shovels, and axes, and shears have all failed me.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from thatcrazydude

    Just a reminder for everyone reading this topic: RF is compatible with MJ!!! (for the noobs who need to search the internet for every single thing).


    Well... kinda. Conduits will output MJ or RF, but not the reverse. Makes it easy to output convert from RF to MJ, but there's no way native to TE3 to convert from MJ to RF.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Algorithm, I've loved your mod since I was exposed to it when it was originally included in tekkit lite, and every time that I see more information here. Playing on servers, I typically have to wait until a mod pack updates till I get access to the new stuff but this is typically the highlight of updating mod packs for me. Thank you once again for taking the time to put this together.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from Greylocke

    I would use 4 redstone energy cells (REC) and a gate. Two RECs are your "Mains" storage, one is "critical" power and the other is "secondary" power. Set the "secondary" REC to turn off when it receives a redstone signal, place the gate next to your FIRST Mains power REC, then set the gate to turn on when the Mains is empty.

    When your first Mains REC runs dry (you're now at 50% Mains power), it will send a signal to your "secondary" REC, shutting off power to the charging system and anything else you think deserves "secondary" power. Your "critical" REC which powers your AE system will still be receiving power.

    When your FIRST "Mains" REC gets a charge again, it will turn off the redstone signal, telling your "secondary" power REC to turn back on again.

    There may be an easier way to do this with other mods, but this is a pretty simple method, using only TE and Buildcraft


    I got an add flickering effect from my main power, though that may have been an implementation error on my part. I was ultimately able to fix it by simply using RECs like flow limiters, which resulted in only X amount of power being used for recharging RECs.

    On to another question, has anybody been playing around with liquid turtles? I've had no issues using them to access the contents of tanks... but interacting with the ground/liquids on the ground has eluded me. I can pick up liquids out of and place them back in to tanks exactly as the TE wiki indicates. If they don't have a portable tank in their selected slot, they attempt to fill and if a portable tank is in their selected spot they attempt to empty it into whatever tank their facing. However, placing a turtle in the space directly above the middle of a 1x3 water source and using attackDown() doesn't fill up portable tanks. I've tried placing the turtle above the middle block of water and the edge blocks, I've also tried making the turtle a part of the barrier that contains the water and using turtle.attack() instead, still without luck. I cannot get turtles to fill or empty portable tanks from/to the ground.

    I can use the place function with a bucket to pick up liquids, though that doesn't work to dump them and, as all of the information I was able to find indicated, they don't appear to be able to use buckets and turtle.place to interact with tanks.

    Any ideas on what I might be doing wrong?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Any way to give energy 'priority' at the moment? I.E. I have an applied energistics setup that uses energy, and it is more important than recharging redstone energy cells. Is there any way to set it up so that when energy gets low, the AE system gets energy and the energy cells do not?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Searched through the thread and the internet, wasn't able to find it. Running thermal expansion 2.4.1, is there any way to remove the owner of a tesseract?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Ormus_Erebus

    I've been playing with Ars Magica for a while, and I have several questions:

    Do Archmage towers spawn in other dimensions? (Example: Mystcraft dimensions, Twilight Forest, Nether)


    Is there a way to respawn tower guardians?
    I accidentally managed to delete one using a Safari net from MineFactory Reloaded.

    If there is no way to respawn the guardian, is there a way to replace/reload/reset the Archmage tower and just the archmage tower?


    No way that I'm aware of to do this, though you can force it to regenerate an area of 32x32 chunks by deleting the corresponding .mca file located in the region directory of your world's save data directory. If you delete the right file, it'll basically undo all of the changes that you made in that area and regenerate the content exactly as it was when the area was first generated. You should be able to find some more info by looking at the minecraft wiki.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from Maleficorum

    Hey Algorithm!

    Thanks for the great mod!

    Question for you though, ive encounterd the following when trying to get a system to craft via an export bus:







    I cant seem to find a rhyme or reason for it! It just will not start the job or show anything missing.

    I've rebooted the network triple checked all the patterns are in the MAC, and done some digging about to see if anyone else has run into such a problem to no avail.

    Can you think of any reason this would be happening?

    I should also mention it crafted the first one without problem but after that it got stuck like this.


    Thanks!

    Edit: I've noticed some other strange behaviour playing with it some more, the system is misloading amounts of copper into a singularity compressor wich is gumming it up going to try making a new pattern for it and see what that does will report back...

    Edit2: Ok redid the pattern nothing changed but if I manually feed copper into the furnace the system seems to start working again for at least part of a pattern until it feeds the wrong amount of copper back into the singularity compressor... something is definitely weird here.

    Going to keep playing with it ill let you know if i make any progress.


    Ran in to a similar problem with my system when I was crafting dense copper plates. I had to move the recipe for the copper plates to be connected to it's own singularity compressor with no other recipes. It still occasionally puts in to much copper, but that's fine because the compressor ONLY deals with dense copper plates and so it doesn't actually gum up the system it just means there's a bit of spare copper sitting in the compressor doing nothing.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Bellaabzug21

    So not only are you saying that it's bad, but you're also saying that it should be more like fullmetal alchemist? EE3 ee2 or evern ee1 was never even based on fullmetal alchemist. Who gives a damn that it adds a philosophers stone, that's been in plenty of other things. Harry Potter is one of the millions of examples out there. The problem with your theory on condensers taking "time" is that you could just leave your laptop on or go afk on your server for a couple hours and come back to a stack of red matter. By your definition, that is spending "time". By my definition, that's being lazy. Since one is being lazy and not doing anything to "earn" something then no "work" is being put in. Since time multiplied by effort is work (if my eighth grade science teacher was correct) then you have still done no "work" as absolutely no effort was being put into the job in the first place.


    And it's been said that there will a new form of passive EMC generation... so I'm not certain what the difference between EE2 and EE3 will be in this respect. I mean... to be honest it still sounds like you're going to be able to put no 'effort' in to a task and get 'work' out of it. Lets just wait and see what Pahimar has planned, and start seeing how it all works out after that.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Yay back up to date on the topic. Mostly people's inane yelling. What percentile do people like me who mostly just stop by and get back up to date with the topic once every few weeks fall?

    Good to see some more updates coming down the pipe. :)
    Posted in: Minecraft Mods
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