ok for some reason my crucible furnace is topping out at 1500 degrees no matter what I do I cant get it any higher to melt the rutile ore
ok got it heating up correctly with solid fuel but not with lava for some odd reason
You've stumbled over one working solution and had another suggested, but to go into a little more detail:
When you have the crucible furnace GUI open, mouse over the fuels you want to use. The tooltip will show you how much any given unit of fuel (1 item, 1 bucket of liquid fuel) will heat the furnace, at most, and also will have a line showing the maximum temperature that can be reached with that fuel. Lava is easily available in bulk (especially if you pump the Nether) but is capped at 1500. Wood has a significantly lower max temperature - you probably wouldn't use it for ores, but it could be handy if all you want to do is melt some fish down. Coal goes up to a full 2000, which is as high as it goes.
You can, for instance, pump into the tank under the furnace for general use, and stoke it up with coal when you need to work with rutile/titanium. It'll build up in temperature; then you can do what you need, remove the remaining coal, and run on the easy fuel.
Edit to avoid double-posting: Would it be feasible to make the fish feeder smarter about consuming fish meal? As it stands, it seems that as soon as the tank is anything other than completely full, it'll gulp down a piece of fish meal to top off. So if it's got room for 1 more mB of food, it'll use up the entire fish meal, fill the tank, and discard the other 11 mB. I'd rather see it either NOT use the item until there's enough room to store the whole item's worth, or have a hidden buffer that can hold whatever the highest possible single-item contribution is if one tosses a raw fish at the thing (maybe with a bit of extra room). That would actually make it pointful to keep fish meal in the input slot, where right now it's incredibly wasteful to do so.
Was the time torch removed from DartCraft as i can't craft it or find it in NEI
The torch upgrades, like the item card upgrades, don't show in NEI because they're not crafted in the normal sense. Put a force torch (which SHOULD be there) in the infuser with a clock, assuming you've got your force infuser high enough in level to USE clocks. If you've got it maxed and the clock isn't in there, THEN it's safe to assume time upgrades are disabled.
I went through the Crash Report and it says dartcraft errored. But I don't know why. Can someone help me.
Could it be from me changing 3 of the ID values around.
---- Minecraft Crash Report ----
...
First off: spoiler tags, please!
Moving on: I can't be sure without seeing your configs, but I suspect that it is indeed because of the IDs you assigned. Block IDs should only go up to 4095 (I think; might be 4096 but I think it starts from zero). Item IDs can be higher, but blocks should not be above that limit. It looks like you have something set to 5470, which is very much out of range for blocks.
I cannot seem to dye the grey storage unit using the vanilla dye recipe. The modpack I am using (Resonant Rise) doesn't have IC2, so I cannot use its painter to color the storage unit. Looking at NEI, the dye recipes seem to be looking for a white storage unit that only seems to have a recipe that is basically a white storage unit plus bonemeal gives a white storage unit. Any ideas?
I've been having a lot of trouble with the dye recipes, myself. When I tried applying a vanilla dye to the item by crafting grid, there was an icon with no texture in the output slot, which when placed did not work. In the past I've had it output with the wrong colour but work when placed, but the latest version seems to be very thoroughly bugged, unfortunately.
Well, no, obviously. Seriously, though, that will make life SO much easier. Thank you!
Is this information in the fishing book somewhere already and I just missed it? (I did TRY to look, honest... but on reflection it's not like I searched it cover-to-cover in detail.) If not, it deserves to be there, I think.
I found the answer somewhere around pg 90. Apparently you can get them from crops broken too early, sometimes.
Yeah, unfortunately that's of long standing, but the quick harvest on planting the seeds with metadata I think is new.
Really hoping it can be sorted out. Using metadata to differentiate between seed/essence type could in theory let the mod have less of an ID footprint, though that's obviously not going to be so much of an issue as it goes into 1.7 and beyond.
Is there supposed to be a way to kill live fish? The autofisher throws a whole crapload of live cod at me, but I can't really DO much with them, not compared to what I could do with raw fish. Trying to craft them doesn't do anything, nor can I toss them at a fish feeder or into the crucible furnace. I thought I could craft them into raw fish in the past, but it's not working for me under 1.2.1e/MC 1.6.4.
Also on that version, there seems to be an issue with localized strings. If I'm in a speedboat and pull out the ThaumCraft thaumometer, it scans the boat as something like entity.mariculture.speedboat.name (can't remember if that's exactly it and it seemed straightforward enough to not mess with bringing in a screenshot).
Additionally, fish tooltips aren't completely obeying localization. Specifically, the productivity line isn't. Lifespan and fertility work fine.
Shurhaian - Obsidian is meant to take 15 seconds to make, I just kept accidentally messing it up before xD.
Ah, that's unfortunate. I liked the vats as a cheaper if somewhat fussier alternative to igneous extruders, but that's a long time per block.
(Though on a tangential note, things like titanium rods / polished titanium rods, which the fishing book lists as taking 10 seconds IIRC, are taking more like 30 for me.)
I'm a little confused. Obsidian in the vat seems to have had its timing adjusted/corrected a lot of times, but I'm not sure how long it's actually supposed to take anymore.
What I'm noticing in my current install (1.2.1d; finally got it to run by changing the limestone variants ID... I'd never have guessed that crash was a block ID conflict. Oh well, new world time. Will grab 1.2.1e while I'm online here) is that it's taking upwards of 10 seconds per obsidian block made. The changelog doesn't cover 1.2.1e, but I don't see anything about obsidian in your post about the update.
I was about to ask this myself - changelog or some manner of documentation. OP says for documentation, refer to... a changelog that hasn't been updated since pre1h for MC 1.5.2.
The NEI integration is really handy, though the chemistry set can be a tiny bit confusing with the blood orb slot off to one side and the products in there with the other ingredients. But that's the way the thing's laid out; I'm not sure there's an easy way around that. Just needs getting used to.
That said, would it be possible to put LP costs for at least starting the rituals on the ritual diviner? I was also having trouble with the Well of Suffering, and while I eventually did figure out that it needed more life points than I had in my network (once I filled it up some I got it working fine; goes great with cursed earth!), it was at first somewhat perplexing, with there being no feedback beyond simply not working. (It had worked in a test world prior to that, but I'd used the creative orb to fill up.)
I haven't played around with spells yet, but I'm looking forward to trying!
A tile entity restriction prevents many mod blocks from being used. I have an idea to add limited support for them for 1.7.2, but I've got a few other bugs I gotta work out first.
Silverwood/greatwood planks hit a problem with tile entities?
Huh. I wonder if it's the aura nodes which can live in silverwood logs that do that. I don't offhand know what the block IDs are and which overlap with things that definitely can/do have tile entities, so... huh. Oh, well.
Is there a way to add other modded blocks into slopes or even any of the carpenter's blocks?
Curious about this as well. I was trying to make a fence with ThaumCraft's greatwood planks, and it wouldn't take. (But this is a few versions back; just getting the latest update now.)
The thing about people sitting on 1.6.4 is that it's a vicious circle. They generally do so because mods aren't updated. If more major mods move to 1.7.2, then more people will want the others to do so.
I for one look forward to the biome changes, the GREATLY curtailed oceans, and the demise(?) of block ID conflicts, but there are still plenty of mods I use that, as far as I know, are nowhere close to ready for 1.7.
Found a small bug with version 0.2.17. The Force shears do not shear Shimmerleaf from Thaumcraft. They break it like you hit it with any other tool.
That one's of long standing, I'm afraid. I reported issues with shears a while back. Not sure they even shear cobwebs right - when last I tried using them, they broke cobwebs slowly, like any inappropriate tool.
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When you have the crucible furnace GUI open, mouse over the fuels you want to use. The tooltip will show you how much any given unit of fuel (1 item, 1 bucket of liquid fuel) will heat the furnace, at most, and also will have a line showing the maximum temperature that can be reached with that fuel. Lava is easily available in bulk (especially if you pump the Nether) but is capped at 1500. Wood has a significantly lower max temperature - you probably wouldn't use it for ores, but it could be handy if all you want to do is melt some fish down. Coal goes up to a full 2000, which is as high as it goes.
You can, for instance, pump into the tank under the furnace for general use, and stoke it up with coal when you need to work with rutile/titanium. It'll build up in temperature; then you can do what you need, remove the remaining coal, and run on the easy fuel.
Edit to avoid double-posting: Would it be feasible to make the fish feeder smarter about consuming fish meal? As it stands, it seems that as soon as the tank is anything other than completely full, it'll gulp down a piece of fish meal to top off. So if it's got room for 1 more mB of food, it'll use up the entire fish meal, fill the tank, and discard the other 11 mB. I'd rather see it either NOT use the item until there's enough room to store the whole item's worth, or have a hidden buffer that can hold whatever the highest possible single-item contribution is if one tosses a raw fish at the thing (maybe with a bit of extra room). That would actually make it pointful to keep fish meal in the input slot, where right now it's incredibly wasteful to do so.
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First off: spoiler tags, please!
Moving on: I can't be sure without seeing your configs, but I suspect that it is indeed because of the IDs you assigned. Block IDs should only go up to 4095 (I think; might be 4096 but I think it starts from zero). Item IDs can be higher, but blocks should not be above that limit. It looks like you have something set to 5470, which is very much out of range for blocks.
I've been having a lot of trouble with the dye recipes, myself. When I tried applying a vanilla dye to the item by crafting grid, there was an icon with no texture in the output slot, which when placed did not work. In the past I've had it output with the wrong colour but work when placed, but the latest version seems to be very thoroughly bugged, unfortunately.
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"DartCraft is not guaranteed to to work properly without both CodeChickenCore and NEI."
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Well, no, obviously. Seriously, though, that will make life SO much easier. Thank you!
Is this information in the fishing book somewhere already and I just missed it? (I did TRY to look, honest... but on reflection it's not like I searched it cover-to-cover in detail.) If not, it deserves to be there, I think.
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Really hoping it can be sorted out. Using metadata to differentiate between seed/essence type could in theory let the mod have less of an ID footprint, though that's obviously not going to be so much of an issue as it goes into 1.7 and beyond.
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Also on that version, there seems to be an issue with localized strings. If I'm in a speedboat and pull out the ThaumCraft thaumometer, it scans the boat as something like entity.mariculture.speedboat.name (can't remember if that's exactly it and it seemed straightforward enough to not mess with bringing in a screenshot).
Additionally, fish tooltips aren't completely obeying localization. Specifically, the productivity line isn't. Lifespan and fertility work fine.
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Ah, that's unfortunate. I liked the vats as a cheaper if somewhat fussier alternative to igneous extruders, but that's a long time per block.
(Though on a tangential note, things like titanium rods / polished titanium rods, which the fishing book lists as taking 10 seconds IIRC, are taking more like 30 for me.)
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What I'm noticing in my current install (1.2.1d; finally got it to run by changing the limestone variants ID... I'd never have guessed that crash was a block ID conflict. Oh well, new world time. Will grab 1.2.1e while I'm online here) is that it's taking upwards of 10 seconds per obsidian block made. The changelog doesn't cover 1.2.1e, but I don't see anything about obsidian in your post about the update.
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That said, would it be possible to put LP costs for at least starting the rituals on the ritual diviner? I was also having trouble with the Well of Suffering, and while I eventually did figure out that it needed more life points than I had in my network (once I filled it up some I got it working fine; goes great with cursed earth!), it was at first somewhat perplexing, with there being no feedback beyond simply not working. (It had worked in a test world prior to that, but I'd used the creative orb to fill up.)
I haven't played around with spells yet, but I'm looking forward to trying!
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Huh. I wonder if it's the aura nodes which can live in silverwood logs that do that. I don't offhand know what the block IDs are and which overlap with things that definitely can/do have tile entities, so... huh. Oh, well.
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I for one look forward to the biome changes, the GREATLY curtailed oceans, and the demise(?) of block ID conflicts, but there are still plenty of mods I use that, as far as I know, are nowhere close to ready for 1.7.
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