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    posted a message on [1.6.X]Natura
    Quote from Kyrinon

    can you please make it so that potash apples can be made into golden apples. the vanilla way, using the smeltery, or both dose not matter to me but it would be nice to have access to golden apples in the nether.

    -edit- oh and it would also be nice to make jeweled apples from them too :)


    I use the custom recipes mod to do just this. It lets you define shaped and shapeless recipes in a text file.

    Don't expect anything to change in *this* mod though.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    What are "fire ears"?

    According to my logs, there's a fire ear item that can't find a texture. As it happens, this same item (or texture?) is conflicting with my TE3 resonant ender bucket texture (that I mentioned earlier in this thread). And because the fire ears texture isn't there, the bucket of resonant ender doesn't render (it's still there and can be used in recipes) as anything at all.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Bash76

    Hey Mithion,

    firstof thx for this great mod :D

    I was wondering if there is a way to reduce the number of witchwood bioms. I had a strange worldgen with lots of Thaumcraft taint within a large witchwood forest biom. Might be kind of unlucky but it seemed to me thaumcraft taint prefered the witchwood :D

    Still i would like to have some more controll about the bioms, also cause some mods did have issues with chopping the wood (TC did in the first FTB Horizons pack).


    Witchwood forests absolutely destroy my FPS. I would love to be able to modify how they are generated.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    With AM2 1.1.1c installed alongside Thermal Expansion 3.0.0.2, the buckets of resonant ender from TE will not render. They are still present, they just don't render.

    I removed all mods and slowly started adding them back in 1 by 1 and they kept rendering until I added AM2 1.1.1c. There are no id conflicts that I can see. It is just a render issue.

    I started up a game with just those two mods (and the required CofH core 2.0.0.2) and absolutely nothing else. Same results: the ender will not render if AM2 is installed.
    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 GraniteDevil

    This is the weirdest damn thing. Okay, so it's not actually *eating* the buckets. If I hover over the output, I can see the tip pop up, showing me that there's a bucket of ender there, but I just can't see the bucket. If I click it, it gets removed from the output slot.

    Do you know of anything that could be causing render issues? I know with rendering it's usually Optifine but I don't use that mod.




    Well, I thought it was tinkers construct, but it isn't. I removed that mod and still got the same render issue. This sucks.

    edit:

    Copied the world. Started up with just TE and slowly added mods back until the last one.

    Ars Magica 2. The last update. With that mod installed, buckets of resonant ender will not render. Terrific.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from sanctussaevio

    So it turned out to be something stupid and embarassing and yeah. Its working.


    Can you explain what the problem was? This liquefied ender stuff is interfering with my resonant ender from Thermal Expansion. I'm wondering if it's as simple as changing an ID.

    (With TE and TC installed, I have only "Liquefied Ender Bucket" with a recipe calling for the TE Magma Crucible with an output of "Resonant" ender... and it's causing all kinds of grief for 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 KingLemmingCoFH

    It doesn't sound like you're doing anything wrong, but if the transposer were eating buckets, it'd be doing it 100% of the time, and we'd have a million bug reports on it. So I'm guessing it ejected to something nearby or possibly something extracted it.


    This is the weirdest damn thing. Okay, so it's not actually *eating* the buckets. If I hover over the output, I can see the tip pop up, showing me that there's a bucket of ender there, but I just can't see the bucket. If I click it, it gets removed from the output slot.

    Do you know of anything that could be causing render issues? I know with rendering it's usually Optifine but I don't use that mod.

    I'm going to see what happens in a world with *just* TE.

    edit: there is, in NEI, a bucket of "Liquefied" ender. When I click it for the recipe, it shows me the crucible with "Resonant" ender as the output. Is "Liquefied" ender part of TE?

    edit: son of a b* it's from tinkers construct. I bet this is my problem. arrgh
    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 GraniteDevil

    Cool, cool

    Got plenty of ender pearls. Time to melt 'em down.

    Thanks!


    Alright, new problem. I put 4 ender pearls in a magma crucible, sent the liquified ender to a fluid transposer, put a bucket in the slot, the ender filled the bucket...

    ... and the bucket disappeared.

    I don't have inventories or pipes connected. There's only an input configured on the transposer.

    Am I doing something wrong?

    (I'm using the latest TE)
    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 Nathan2055
    Three Pulverized Tin and One Pulverized Shiny Metal like you're making bronze and then have an Endurium Bucket under the two tin.
    Quote from KingLemmingCoFH
    You also need a bucket of Resonant Ender. It's definitely craftable in game.


    Cool, cool

    Got plenty of ender pearls. Time to melt 'em down.

    Thanks!
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    How, exactly, is Enderium Blend made?

    NEI is showing me pulverized tin x 3 and pulverized shiny metal x 1 but no matter how I lay it out in the crafting table, I just can't get the blend.

    Resorted to using Custom Recipes and creating my own shapeless recipe that way but I'd really love to know if there's a legit way to do it.
    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 smiletactician

    TE b11a, is it intentional that you have to filter if you add a pneumatic servo? I'm maybe doing something massively wrong. maybe not completely understanding. enquiring for information that has possibly been fixed in a more recent addition or even, the 'ducts are made to work with this intention (which i wouldn't understand and would stop me using itemducts. however, i really can't understand why once i have a installed pneumatic servo the 'ducts don't just pull/extract without a filter instruction.


    You don't need to use filters. Either apply a redstone signal to the itemduct or configure it from it's default "High" setting to the "Low" setting.
    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 SlightlyVisible

    WOW. I can't believe we've reached a point where people are perfectly fine with directly copying EVERYTHING another mod offers. The excuse is always "well mod C is also doing it."


    I certainly hope somebody copies the Buildcraft pump. It's the only thing I use from that mod since every other mod tends to do things better (subjective, yes, so: better for me). If I could rip out Buildcraft and still have the ability to pump lava into tanks from another mod, I would celebrate (as in: give actual, real money to) the guy/gal who copied that from BC.
    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 EverRunes

    The current gen from TE alone is insufficient for these other RF-using mods.


    If an external mod can take RF, and it needs too much RF, it's the responsibility of that mod's author to tune the power demands. Don't you think?
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    So far I've had no problems with any part of project red but last night, after re-installing NEI (with NEI plugins), every time I interact with a multipart block (covers and hollow covers, both cobblestone... because that's all I have around) the game locks up completely on me after about 2 minutes. It just freezes completely. No crash, no log, just a hard, nasty freeze that requires task manager to kill.

    This happens if I place a cover, break a cover, right-click my empty hand on a cover, and even when I put covers in my inventory from a chest.

    A dozen times I loaded up my world (from desktop, not a load from within the running game). Six of those times, I went straight to a cover and interacted with it (I did *nothing* else) and the game froze all six times. The other times, I avoided the covers like they had plague that could start the zombie apocalypse and I used teleporters, went to the nether, went to the Twilight Forest, and otherwise carried on normally with no freezing.

    This morning, before work, I fired up the game again and pulled all covers out of the chest they're in. The intention was to dump them in a TE3 nullifier. But before I could even get to the nullifier, the game froze. All I did was load the world, pull the covers, and walk across the room.

    I'm using the latest version (I redownloaded and installed every mod I have last night because of this) of everything.

    Up until last night, I have had no issues with these things (indeed, I used them extensively in a thaumcraft distillation room). I could place them and break them all day long without any problem.

    Anybody know what could be causing this? The only thing different is NEI Plugins is new to my mod collection.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X]Natura
    Quote from GraniteDevil

    Funny thing about that mod is that it didn't work for me just (what? a month?) a while back. I installed what appears to be an updated version just a couple days ago and though I haven't been to the nether I have disabled Hecates from AM2 and it appears to be respecting my config.

    I'll visit the nether soon with crossed fingers.


    Well, the most recent MSC definitely stops the Nitro Creepers. While I'm disappointed that I need a separate mod to control this one, I'm happy that I can now use this mod for what I originally expected to use it for: interesting worldgen (and not "interesting mob additions").
    Posted in: Minecraft Mods
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