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    posted a message on DT mods - EssentialCraft 3,Thaumic Bases, Essential Thaumaturgy, Buffed Tools, TerraArts, DifficultLife
    Quote from Modbder»

    They pretty much work the same way as any other MRU storing device does - the book says, that all MRU devices can only accept power from 16 blocks. Ray towers also do fit in 'all MRU devices' category ;)


    Fair enough, the point is taken :)

    I have been playing with the storage core for a few days, and while it is a bit performance heavy (takes up 2ms of the total 20ms tick time for the storage module, and one more for the core according to Opis), it works quite well. The MRU gauges on all the devices are a bit odd (sometimes empty, sometimes full) but that's minor.

    There is one issue with it that I'm getting, however. When travelling far enough away so the chunk it is in unloads, and going back after, the screen module will be blank. I have set up a pipe to pull the main bound gem out of the core (the one that supplies the MRU) and loop it back in. I have to hit the button to pull the gem out a couple times before everything connects back up and the screen starts displaying the items again. While the screen is not showing items, new items can still be put in through shift-click or the slot in the corner.

    The storage core, modules, power source, and ray tower chain are all chunk loaded. Using the latest version of EC3 and DummyCore (4.6.1710.63 and 1.13) with Forge V. 10.13.4.1448

    Posted in: Minecraft Mods
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    posted a message on DT mods - EssentialCraft 3,Thaumic Bases, Essential Thaumaturgy, Buffed Tools, TerraArts, DifficultLife
    Quote from Modbder»

    No, you can't discharge MRU storage items.
    In EC3 on it's own there is no way to transfer MRU between dimensions.
    EssentialThaumaturgy has an MRU Dimensional Transceiver.
    The radiation potion effect is harmless, unless you stand next to the device emitting it for ~2 minutes.
    Many people confuse the negative effects with this potion effect. You only get the potion effect if you are standing next to some working devices, and all it does is damages you for 25% of your health randomly if it's level is 2 or more(the level of the potion effect increases the longer you stay next to a working device). It does nothing more.
    MRUCUs are what can screw you up. They emmit radiation, unless properly contained (MRUCU Enrichment Chamber will work). Though in order to get the weakest of possible effects you would need to stay near a pretty big and unbalanced MRUCU for around 30 minutes...

    You can just play with the mod somewhere, where the person you are playing with will not get affected - 12 blocks is the radius of MRUCU radiation, so you can simply build a special EC3 room somewhere close to your base :)

    Thanks for the info, I'll probably build a power source a bit farther away and use some ray towers to get it where I need it.

    On that note, I had a hard time figuring out the ray towers. I was expecting to place one near the power source, and another where you needed it (> 16 blocks away) and link them up with a bound gem. Maybe something should be added to the book stating they need to be chained?
    Posted in: Minecraft Mods
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    posted a message on DT mods - EssentialCraft 3,Thaumic Bases, Essential Thaumaturgy, Buffed Tools, TerraArts, DifficultLife
    Quote from Uber2013»

    Hey, its seems to be a really interesting mod, though i've got a kind of a problem. On my Server, our main base is in an RF-Dimension where no "Essential-Nodes" spawned. Is it possible to move those nodes between Dimensions or is it possible to spawn them? I havn't found anything like that.


    If you've got Blood Magic installed, the teleposers work well for moving MRUCUs as well.


    Is there any way to use the MRU storage items (such as Matter of Eternity) to power devices? I am looking to use the storage items in a different dimension than where the rest of my EC3 setup and power gen is. Or is there some other way to transfer MRU across dimensions? I'm playing on a server with someone who isn't into the mod, and I'd like to avoid giving them any accidental radiation potion effects.
    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    Quote from Bloomi»
    I can't swap out tool parts? I've tried in all crafting windows, table, and forge. I have the module set on. So what's up? (And yes it is a fully repaired tool)

    As long as it is fully repaired and doesn't just look like it (tools with energy modifiers can look full, but the durability can be down if you have died any because by default all tools lose around 10% durability on death), and you aren't trying to stick things like Metallurgy parts onto ranged weaponry (ExtraTiC doesn't support that yet), it should be working in the tool station/forge.

    Edit: I've been playing with the override configs more, and I noticed that while mining levels above 9 work fine, gaining experience to level up the mining level stops at level 9. So far I've had to set the mining level of tools above level 9 to be one level higher than they should be, since they are still reduced by one level even though they can't upgrade.
    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    Quote from johnnyzcake»
    There's a new version of TTweaks that takes care of the redstone mining level issue. It's up on curseforge and in the configs you need to either use the name of Tinkers recognized materials (just Cobalt will suffice for it to change) or in my case for diamond, the ID, such as "minecraft:diamond"

    I already have 2.1.2, but this turned out to be my config issue. I was messing with the names of ores that have spaces in them (Metallurgy's Dark Iron for example, comes out as material.darkiron) and had quotes around it in the name override config, which didn't work :P I thought I had changed it back, but upon reading that redstone didn't seem to change, I completely forgot about it.

    IStoneI: there should be a file "block defaults", and "block overrides".you can use the defaults as a reference list, and make changes in the overrides by increasing the harvest level. theoretically it should be possible to make wood logs only harvestable with an axe of at least harvest level 1 for example, which should make it impossible to harvest a tree without an axe.i have actually thought about making that change and find a way to have leaf blocks drop sticks when broken. so you can use sticks and flint to make a stone axe as your first tool/weapon, before you are able to cut down trees.you might have added the oreberry bushes to the axes, but if you didnt increase the harvest level above 0, theyre probably still harvestable with bare hands.

    Yep, I did all that, had the harvest level set to their ore level for all four stages of each berry bush. With axes it worked fine, if I used a lower level axe they wouldn't break, but they still could be broken without a tool.
    Config:


    blocks_axe {
    # Iron
    I:"TConstruct:ore.berries.one:0"=5
    I:"TConstruct:ore.berries.one:4"=5
    I:"TConstruct:ore.berries.one:8"=5
    I:"TConstruct:ore.berries.one:12"=5
    # Gold
    I:"TConstruct:ore.berries.one:1"=8
    I:"TConstruct:ore.berries.one:5"=8
    I:"TConstruct:ore.berries.one:9"=8
    I:"TConstruct:ore.berries.one:13"=8
    # Copper
    I:"TConstruct:ore.berries.one:2"=2
    I:"TConstruct:ore.berries.one:6"=2
    I:"TConstruct:ore.berries.one:10"=2
    I:"TConstruct:ore.berries.one:14"=2
    # Tin
    I:"TConstruct:ore.berries.one:3"=7
    I:"TConstruct:ore.berries.one:7"=7
    I:"TConstruct:ore.berries.one:11"=7
    I:"TConstruct:ore.berries.one:15"=7
    # Aluminum
    I:"TConstruct:ore.berries.two:0"=2
    I:"TConstruct:ore.berries.two:4"=2
    I:"TConstruct:ore.berries.two:8"=2
    I:"TConstruct:ore.berries.two:12"=2
    # Essence
    I:"TConstruct:ore.berries.two:1"=1
    I:"TConstruct:ore.berries.two:5"=1
    I:"TConstruct:ore.berries.two:9"=1
    I:"TConstruct:ore.berries.two:13"=1
    }

    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    Is there any way to disable breaking something with no tool in the override configs? I'm trying to change Tinker's Oreberries so they can only be harvested with an axe of the appropriate level. Adding them to the override configs for axes works great, however they can still be broken without a tool equipped.



    Also going to mention that I also can't rename the Redstone (level 4) mining level that was mentioned a page or two back.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»

    Are Striders picking you up through a wall in the latest update?
    The top part of a strider seems to be unattackable I think this is an issue with vanilla hit boxes that I'll have to investigate.
    I can't recreate the issue with Rocs though.

    This seems to happen a lot if you get picked up while standing in a tunnel or doorway that is just large enough for you to fit through. This results in your view rapidly trying to jump between the Roc/Raiko/Strider and the tunnel you were standing in. Also when this happens you can't turn your view easily to strike at whatever has you, it keeps snapping back to where it was when you were grabbed.

    Also, have you ever looked into why mob events stop spawning mobs until a world reload after they hit the IsSideSolid check error, or are you just writing that one off as a mod incompatibility with Minefactory Reloaded? There's most likely more mods that would have that problem though, that's just the one I've found within the mods I have installed. Its fairly easy to reproduce just by setting up a small field of grinders, powering them up, then running your event start command several times (until the random checking hits one of those blocks, perhaps its something to do with the preview area that shows up while holding the precision sledgehammer)
    I noticed that in the latest version the option to prevent Epion griefing was removed. Is that permanent? My players are tolerant of huge mean monsters, but not so tolerant of griefing.


    If you've just did a fresh install, config options don't show up yet until you first meet what that config is meant to change. You can also copy that setting from an older config, and it should still work fine.


    I really hate this forum's multi-quote when editing :P
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    From FTBWiki.org:Well of Suffering does 1 point of damage to every entity within a 21x21x21 area centered on the Master Ritual Stone. This damage is converted into Life Essence and fed into a Blood Altar within a (x,y,z) = 11x21x11 area centered on the Master Ritual Stone

    So that means entities will take damage within a 10x10x10 cube around the master stone, and a blood altar has to be within 5 blocks horizontal and 10 blocks vertical to be found. I have used this info to place a ritual at the far edge horizontally of what it says there, and it did work, so this should be accurate.
    Quote from n_coming»
    Ok Thank you for that and I just realized that you can make a regen 4 potion that will instantly heal you if you do take half a heart but wayoftime when you said .75 is that .75 of a heart or what?

    A Player has 20 health, 1 health is half a heart. I would imagine 0.75 would be rounded up to 1, so that sword should do one half heart per hit with 99.9% damage reduction.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from RViper28»

    Since the mobs do spawn with events at first in a new world and stop when I import my structure, from the server where they have stopped, with Recurrent Complex, it seems that some block in there is causing it. I know I do not have any mob spawning preventers in that structure, as normal darkness mob spawns work just fine. The only thing affected is your event spawner, which was crashing with the solid topside error until you added the check for it, but now it doesn't crash, but it doesn't spawn either.

    I have did some testing, and it seems something in Minefactory Reloaded causes the issue. I haven't been able to pin down exactly what though. It is something to do with the machines in there when they are powered.

    Edit - More testing later... The grinders definitely do it. Set up a 10x10 or 20x20 field of grinders, power them up, and run a few events. They will stop spawning (or crash if you go back to 1.10.9.6) within probably 5-10 event starts depending on how lucky you get with the random check landing on one of the grinders.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»

    Do you have any mods that do worldgen or spawning, etc?

    I do not have anything affecting spawns. The only mods I have installed that affect mobs is yours and the new Thaumcraft Elite mobs. As for worldgen, I do have quite a few adding blocks/structures/ores.

    Since the mobs do spawn with events at first in a new world and stop when I import my structure, from the server where they have stopped, with Recurrent Complex, it seems that some block in there is causing it. I know I do not have any mob spawning preventers in that structure, as normal darkness mob spawns work just fine. The only thing affected is your event spawner, which was crashing with the solid topside error until you added the check for it, but now it doesn't crash, but it doesn't spawn either.

    My current modlist, in case it may help:


    1.7.10-MB_Battlegear2-Bullseye-1.0.7.0.jar
    appliedenergistics2-rv2-beta-8.jar
    Aroma1997Core-1.7.10-1.0.2.13.jar
    Automagy-1.7.10-0.18.jar
    BetterChests-1.7.10-1.1.1.8.jar
    BiblioCraft[v1.9.2][MC1.7.10].jar
    BloodMagic-1.7.10-1.3.0b-3.jar
    Botania r1.4-157.jar
    buildcraft-6.3.6.jar
    Carpenter's Blocks v3.3.5 - MC 1.7.10.jar
    ChickenChunks-1.7.10-1.3.4.16-universal.jar
    Chisel2-2.3.5.31.jar
    CodeChickenCore-1.7.10-1.0.4.29-universal.jar
    CoFHCore-[1.7.10]3.0.0B9-133.jar
    EnderIO-1.7.10-2.2.8.344.jar
    EnderStorage-1.7.10-1.4.5.27-universal.jar
    extrautilities-1.2.1.jar
    fastcraft-1.19.jar
    Forbidden Magic-1.7.10-0.552.jar
    FoxLib-1.7.10-0.6.0.jar
    funky-locomotion-1.7.10-beta-4.jar
    geochests-1.7.10-v1.2.0.jar
    GraveStone-2.11.3.jar
    HelpFixer-1.0.7.jar
    IGW-Mod.jar
    IvToolkit-1.0.3.jar
    Jabba-1.2.0a_1.7.10.jar
    JourneyMap5.0.1_Unlimited_MC1.7.10.jar
    LycanitesMobsComplete 1.10.10.2 [1.7.10].jar
    malisiscore-1.7.10-0.10.5.jar
    malisisdoors-1.7.10-1.4.3.jar
    Mekanism-1.7.10-7.1.1.127.jar
    MekanismGenerators-1.7.10-7.1.1.127.jar
    MekanismTools-1.7.10-7.1.1.127.jar
    MineFactoryReloaded-[1.7.10]2.8.0RC6-47.jar
    MobiusCore-1.2.3_1.7.10.jar
    mystcraft-1.7.10-0.11.0.00.jar
    neiaddons-mc1710-1.12.3.11.jar
    NEIIntegration-MC1.7.10-1.0.6.jar
    NodalMechanics-1.7-1.0-7.jar
    NoMoreRecipeConflict-0.2(1.7.10).jar
    NotEnoughItems-1.7.10-1.0.4.83-universal.jar
    OpenBlocks-1.7.10-1.3.jar
    OpenEye-0.6-1.7.10.jar
    OpenModsLib-1.7.10-0.6.jar
    Opis-1.2.3_1.7.10.jar
    PneumaticCraft-1.7.10-1.5.5-58-universal.jar
    RandomThings-2.2.4.jar
    RecurrentComplex-0.9.3.1.jar
    roguelike-1.7.10-1.3.5.jar
    RopePlus-1.7.10.jar
    StevesCarts2.0.0.b18.jar
    StevesFactoryManagerA93.jar
    StorageDrawers-1.7.10-1.2.2.jar
    supercraftingframe-1.7.10.1.jar
    Tails-1.7.10-1.2.3.jar
    tcnodetracker-1.7.10-1.0.1.jar
    Thaumcraft-1.7.10-4.2.3.4.jar
    ThaumicExploration-1.7.10-1.1-37.jar
    ThaumicTinkerer-2.5-1.7.10-462.jar
    Translocator-1.7.10-1.1.1.14-universal.jar
    Waila-1.5.8a_1.7.10.jar
    WailaHarvestability-mc1.7.x-1.1.2.jar
    Wawla-1.1.1_1.7.10.jar

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Lycanite, would you mind double-checking that fix you put in to prevent the crash from checking for an invalid topside on a block? I believe it is staying set causing all mobs that spawn from events to be cancelled after it hits that check.



    If I start a new world, event spawns work fine, I can start them repeatedly without issue. If I then import my built up area into that new world, then I can get maybe one or two events to spawn mobs properly before they stop appearing. Exiting the world and reloading it fixes it for another event or two, after which they stop spawning again until the next restart.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»

    "[Debug] Spawn Check Passed! Mob spawned."
    Thanks for posting the debugging output it makes things much easier to assess! There might be another mod interfering as that message is only ever output as soon as a mob has been spawned into the world. You can try teleporting to the XYZ coordinates it was spawned at to see if it's actually there too, if it's not, something else might be instantly removing it. Also does this happen in a fresh world? There were some major fixes done to the spawning system recently and old worlds might (though shouldn't really) have timing problems, though I can't see how this would remove a mob.


    On a new world, it works perfectly fine. I can start the events one after another and all the mobs show up as they are supposed to. In that same world, if I copy my built-up area from the server world (using recurrent complex mod) and generate it, then the mobs only show up the first time I start an event after every world exit and reload. I then proceeded to destroy every block that I placed in that area. Mobs still didn't show up until I exited and reloaded the world one more time, then it worked normally again.

    The only thing I can think of that it might be is if your check for the invalid topside crash isn't being reset properly and cancelling every mob after that error is picked up?
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    For all that wants a portable Grue spawn preventer, and have magic mods installed, the Energetic Nitor from Thaumic Tinkerer works well for that.

    Quote from Lycanite»

    Hmm are you able to change the Blood Magic potion effect IDs via the config? Lycanites Mobs automatically uses the last few effect IDs but does have a manual override in the lycanitesmobs-general.cfg that you can use to change the Paralysis effect ID.

    Yeah, Blood Magic effects can be assigned, as well as yours. I manually assigned yours and its fine, but its strange that that I've been playing with these two mods installed for a few months in single player and never had an issue until I started an actual dedicated server.

    Also Lycanite, would you have any idea what would prevent mobs from spawning during events? I have no mob prevention items around (and they don't spawn even if I'm a long ways from my main area) They were working when I first started the world, then about a week into it, they completely stopped. I haven't changed any configs or mods in that time. I have copied the world to a single player instance, and by removing the LycanitesMobs.dat, as well as mobSpawnTime.gs (not sure if that one is even related to your mod), I can get them to spawn occasionally. It's still not working all the time, and removing those files on the server didn't seem to help.

    I enabled debugging for a bit (logs from that are here), and as far as I can tell, it should be working, but no mobs actually appear even though it says they were spawned.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I haven't run into any more oddities yet since using NEI to dump the potion effects and manually assigning the ids to a free range.

    Now if only I could figure out why my events stopped spawning anything...
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I just came across an issue (other than the mob events not spawning anything) that I'm surprised nobody has mentioned yet. It seems your paralysis effect conflicts with Blood Magic's armor inhibitor (and elemental boss summons, since they apply the same effect on you) With this mod installed when the armor inhibitor is active, it freezes you in place. Changing the effect id off of 0 fixes it.

    Edit: Not sure what's going on, maybe just something with my server. I think a phantom just destroyed me multiple times by applying both Fear and Blood Magic's Fire Fuse effects. I guess I'll try manually assigning all effect ids :P
    Posted in: Minecraft Mods
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