It seems I have misunderstood what shift-click support is supposed to do, as you're not the first person to mention it. I was under the impression you wanted the ability to hold shift, then click the crafting result and it would craft as many as possible, up to a full stack of the resulting item. That I added some time ago, however it either isn't working properly, or I have misunderstood the feature request.
See how much Vis a crafting operation in the Arcane Crafting Terminal will cost.
This one is a good bit more tricky, I wanted to include it in the initial release, but to be frank, I just couldn't figure out all the GL code and Thaumcraft calls to pull this one off. It too remains on the ToDo list.
The fluid handling code should properly work in 0.6.1a+ The missing icons and names are due to a change in how forge handles fluids in 1.7.10 that I have not yet addressed. Time permitting tomorrow I'll throw EC2 into my dev environment and get the issues sorted out. Ty for letting me know.
As much as I loved exploiting this when i discovered it, I feel I must inform you: You can put a Staff in the wand slot of the Arcane Crafting Terminal.
(using the versions for 1.7.10)
Thank you both for letting me know, both issues have been addressed in the upcoming 0.6.1a release.
Version 0.6.0a has been released for MC 1.7.10, marking 0.5.2a as the final build for 1.7.2.
This version is a direct port from 0.5.2a with no additional features or bugfixes.
As you may have noticed in TC 4.2, lamps and the arcane bore no longer use the infusion mechanic, and require a connection to either a jar or essentia tube. If you want to hook them up into the AE system, you will now need to use the essentia provider and an essentia tube.
I also wanted to let you guys know the developmental pace of this mod will be slowing down due to IRL responsibilities, however I will give it my due diligence to correct any reported bugs. Time permitting I will look into the new vis relay mechanic of TC and see if there is anyway it can be augmented with the AE system.
And as always, feel free to post suggestions, and thank you for your support!
Version 0.5.2a has been released. This update contains a critical bugfix. Due to a rendering error, previous versions of the Essentia & Infusion providers could cause a client-side crash. This crash would mean your could not load your world once the error occurred. If this has happened to you this update will correct the issue and the world will once again be playable. I also reverted the update method of the Essentia Terminal, and it should again update properly.
Something you consider doing to your Arcane Workbench terminal
Changing it so players can place the Discount Items in slots in the terminal...maybe be Researchable as well...greyed out and non-applicable if you haven't finished it even if you see your friends armor in there cause they did it already.
Reason: It would allow a player to have it always ready of cour se and able to wear say their quantum armor or power armor sets without switching back and forth.
Since you seem to be on a roll thought i may toss ya something at least I wouldn't mind seeing XD
Please back date this mod to the 1.6.4 version of AE1 this would be amazing to have for current mod maps. Love the work so far on the AE2 Version
As much as I enjoy playing 1.6.4, specifically FTB Monster, the vast amount of differences between AE1 and AE2, along with IRL stuff doesn't leave me with enough time to maintain two codebases. Once a stable version of the mod is released I may consider backporting to 1.6.4
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Those, along with scrolling, are on the ToDo list ^.^
It seems I have misunderstood what shift-click support is supposed to do, as you're not the first person to mention it. I was under the impression you wanted the ability to hold shift, then click the crafting result and it would craft as many as possible, up to a full stack of the resulting item. That I added some time ago, however it either isn't working properly, or I have misunderstood the feature request.
This one is a good bit more tricky, I wanted to include it in the initial release, but to be frank, I just couldn't figure out all the GL code and Thaumcraft calls to pull this one off. It too remains on the ToDo list.
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Dependency changes: AE2 rv1 beta 12.
Changes:
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Thank you both for letting me know, both issues have been addressed in the upcoming 0.6.1a release.
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This version is a direct port from 0.5.2a with no additional features or bugfixes.
As you may have noticed in TC 4.2, lamps and the arcane bore no longer use the infusion mechanic, and require a connection to either a jar or essentia tube. If you want to hook them up into the AE system, you will now need to use the essentia provider and an essentia tube.
I also wanted to let you guys know the developmental pace of this mod will be slowing down due to IRL responsibilities, however I will give it my due diligence to correct any reported bugs. Time permitting I will look into the new vis relay mechanic of TC and see if there is anyway it can be augmented with the AE system.
And as always, feel free to post suggestions, and thank you for your support!
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Hmm, certainly something to consider.
As much as I enjoy playing 1.6.4, specifically FTB Monster, the vast amount of differences between AE1 and AE2, along with IRL stuff doesn't leave me with enough time to maintain two codebases. Once a stable version of the mod is released I may consider backporting to 1.6.4
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Main post updated to include some crafting recipes and the update video. Thanks Danilus ^.^