Hey mDiyo, can I bug you for a config option(s).
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I'm too weak willed, I'm so sorry .
When lacking config options to disable items, just wire a timer to a command block set to "/clear @a <id of the item>". There are individual IDs for each kind of tool. This way, whenever you craft something, it gets deleted from your inventory.
Ah.. damn. I'm entirely too lazy to do that. I've never even used the smeltery thing. I just liked being able to make a simple iron pickaxe and not having to make new ones. lol Oh well.
Thanks for the help people.
You can aways re-enable the old recipes in the configs.
Has anyone tried combining pech with MineFactory Reloaded? I was thinking:
1. Give a pech a diamond block.
2. Capture it in a safari net.
3. Put it in an auto-spawner set to exact copy.
4. Each pech it spawns will drop diamond blocks?
There's no reason you wouldn't be able to do that with zombies or skeletons.
Any chance of a chest that acts like a player to a degree?
Talking if auto-repair items are placed in it to repair them over time instead of them just sitting in a chest not repairing at all.
Could you add back in Forge Multipart Compatibility ? as extrautils - 0.3.3 and extrautils - 0.3.4 cause all the Forge Micro blocks in my 1.6.4 instance to become phantom and invisible, tested against ForgeMultipart-universal-1.6.4-1.0.0.183 and ForgeMultipart-universal-1.6.4-1.0.0.193 with Forge 916 and 938
Update your Forge Multipart version. Extrautils 0.3.4 is compatible with Multipart 1.0.0.191 and later.
Make sure you don't have another mod downgrading it (like Project Red)
Could you add a config option to disable the liquid node's water generation functionality? I understand it works like this to prevent lag, but I usually disable water regeneration in my server, and this kind of breaks that.
It'd be cool if it actually consumed the source block instead, and if it worked with other liquids too.
I'm working on RF quarry, pump, and filler. They won't be exactly like BC ones, but the same idea.
I like to disable water regeneration in my worlds, and I use pumps/floodgates to make aqueducts. Cheap fluid transportation yo.
In fact, it'd be nice to have a block that simply sucks up fluid from a connecting face and places it in the opposite side.
I personally find quarries too magical and convenient; I usually go with tunnel bores. Hope you make your quarry a bit more balanced!
I'm having trouble with Nether Portals. Sometimes, when sending carts across, they seem to get blocked, and neither I nor a cart can pass until I reopen the server. The player gets stuck, kind of like when trying to walk across a unloaded chunk. I've tried placing and breaking blocks around the portal to delete any derpy "air blocks", to no avail.
Note this only happens when Railcraft is installed.
Because, in my opinion, it's overpowered and silly. Why would moss fix anything? It'd only rust it.
In my server, I just tied a command block to a redstone clock, so it runs /clear @a <id of the moss ball>.
Good thing this can't be automated.
Also, since I'm here, here's a bug: if you access a Crafting Station's slots using an Item Router from Factorization, you can duplicate any item that has a crafting recipe.
Just to back monkeybee up, I had the same issue in FTB. I was confused... I spent at least 20 minutes trying to get a silverwood sapling to fall from a greatwood tree. XD
I am having the same issue. Worldgen Greatwood leaves turn into Silverwood leaves, and planted saplings turn invisible and have no bounding box when looked at.
Is there a solution? I'm using the latest version.
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When lacking config options to disable items, just wire a timer to a command block set to "/clear @a <id of the item>". There are individual IDs for each kind of tool. This way, whenever you craft something, it gets deleted from your inventory.
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You can aways re-enable the old recipes in the configs.
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There's no reason you wouldn't be able to do that with zombies or skeletons.
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Maybe adding that functionality to drying racks?
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Update your Forge Multipart version. Extrautils 0.3.4 is compatible with Multipart 1.0.0.191 and later.
Make sure you don't have another mod downgrading it (like Project Red)
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It'd be cool if it actually consumed the source block instead, and if it worked with other liquids too.
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I like to disable water regeneration in my worlds, and I use pumps/floodgates to make aqueducts. Cheap fluid transportation yo.
In fact, it'd be nice to have a block that simply sucks up fluid from a connecting face and places it in the opposite side.
I personally find quarries too magical and convenient; I usually go with tunnel bores. Hope you make your quarry a bit more balanced!
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Give me a pump and a floodgate and I'll never touch Buildcraft again.
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Note this only happens when Railcraft is installed.
edit: RC version 8.1.0.0.
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Because, in my opinion, it's overpowered and silly. Why would moss fix anything? It'd only rust it.
In my server, I just tied a command block to a redstone clock, so it runs /clear @a <id of the moss ball>.
Good thing this can't be automated.
Also, since I'm here, here's a bug: if you access a Crafting Station's slots using an Item Router from Factorization, you can duplicate any item that has a crafting recipe.
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I'm having the same issue.
Crashlog:
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I am having the same issue. Worldgen Greatwood leaves turn into Silverwood leaves, and planted saplings turn invisible and have no bounding box when looked at.
Is there a solution? I'm using the latest version.
Log: http://chopapp.com/#s55dvumx
Edit:
It seems that disabling the highlight tips in the config solves the problem.