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    posted a message on Magic Bees: Magic themed bees for Forestry; The Successor to ThaumicBees
    I'm having trouble doing the ThaumCraft research relating to Magic Bees - several of the essences only generate notes with a single aspect, and with the new ThaumCraft research system, that's not possible to complete; I've had to use /tc to give me the research in order to progress.
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    I've confirmed that infusion stones do NOT get retained when using Thermal Expansion's cyclic assemblers, either; something seems to be seriously off with how they're set up, leading to many autocrafting mechanisms not realising that they should be left intact.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Storage units seem to have serious issues.

    Much of the time, when I try to recolor them, the output is a no-graphic item with an unlocalized name (with "green" in it even if neither input nor output has anything to do with green). Unlike the first time where it came out the wrong color but fixed itself, these seem to remain broken no matter what I do (and I can't interact with them).

    Also, whether empty, even non-sturdy storage units of the same color stack seems seriously hit-or-miss. I made about a dozen, all told, and they wound up in three differently-sized stacks.
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    I have run into some further difficulty with the infusion stones; though I still want to do some more testing, I probably won't be able to report on the results until Monday afternoon/evening, so I thought I'd at least share what I know so far.

    The problem I ran into is with DartCraft's item cards, the ones with the Crafting upgrade. When the infusion stones are involved in those, the stones do NOT get refunded - I was lucky enough that it was the standard stone that got eaten, not the weak (essences are easy enough to get more of, but diamonds, at the time, were still precious).

    I'm not sure yet how this fares with other autocrafting. They work just fine in e.g. the XACT crafter, which is somewhere between auto and manual.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from Liquidinfirmity

    Found the issue. Recipe doesn't show when Industrialcraft isn't installed. No idea why.
    This can't be the whole story. Recent versions of Resonant Rise don't have IC2 and I was able to craft a force furnace just fine under 0.2.17.

    In regards to my own issue with itemcard crafting, it turns out that most things work - it seems to be just Magical Crops that's a bit broken (or if there are others I haven't encountered/thought of them yet). I'll drop a word Mark719's way on that front.

    Odd thing with storage units, though: When I attempted to recolor one with lapis lazuli, it crafted into a yellow one instead. Or so it appeared; when I *placed* it, it became blue as it should have been, and continued displaying properly after that.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    This was fixed yesterday; see above.
    So I saw and was trying to acknowledge; I was just checking back in because you'd suggested I try with debug mode, and I'd went home to do so. My lack of 'net at home means my turnaround for these sorts of things is a bit difficult. :)
    Is "enforce mob controls" on? If so, this is probably something with that damn EntityAttributes thing that only can be set on spawn. I do have a fix for it, though, by simply deleting any babies rather than "aging" them.
    I don't know, but can try looking for it.
    Generally speaking, RC machines do not do things like ItemStack operations and block deletion on the client, as MC updates that automatically.

    Sorry, I think I misspoke. It's bonemeal that is prone to getting out of sync for me. Most visible with redwoods and the like - I'll bonemeal it once, it'll stop accepting more, but the saplings will still be visible there... until something forces the client to take another look at the chunk (relogging, or F3-A also seems to do it). But BECAUSE the bonemeal sometimes has sync issues for me, I wasn't sure where the problem actually was.
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from zdVictim

    I'm curious: what mods do you have installed?
    The bulk of my collection of mods is Resonant Rise Experimental, though it's been some weeks since I could update the pack as a whole; and, indeed, my own additions (Magical Crops, Treecapitator, RotaryCraft, and a few other of Reika's mods being the ones of note, like Ender Forest and LegacyCraft; the last I might wind up removing anyway) make me unwilling to let the launcher scrub all my configs as it updates. I have updated some by hand, though - ThaumCraft, DartCraft, and certainly Mariculture itself come to mind.

    I tried hunting for usage of Mariculture's aluminium ingot, wondering if there was an oops in fluid registration somewhere - say, it was registered to molten aluminium but the furnace was expecting molten aluminum (only one i).

    This crash was the result, as I flipped through the crafting modes (Shaped Crafting, Shapeless, etc; not the pages within a single mode). Obviously I don't know the mod's inner workings, but it seems a bit much to be coincidence - and while I have some crashes that don't repeat reliably if I try again, none of those have been a / by zero.

    (Mostly it's ConcurrentModificationExceptions involving translocators - any machine that accepts ores seems vulnerable to those from time to time, especially if the server's running really heavy, such as shortly after loading the world. That's happened enough to me that I've learned to just try again if that's the exception. But a divide by zero tends to make me think something is more seriously awry.)

    Edit to add: With the exception of RotaryCraft, which adds its own resource processing but SHOULDN'T have anything to do with molten-metal fluids, and which adds no worldgen blocks itself (just drop tables, e.g. dungeon loot and canola seeds from grass), I don't think any of my additions have anything to do with ores. Better Storage is in there, but I'd be very surprised to learn that it had anything at all to do with ore processing.

    Edit2: Suppose I cooking up a unifier; see if I can't convert to a different type of aluminum, and if that works. I'd use DartCraft's Forge item cards, but I need a sample for that - the old OmniTools Forge Lexicon would have been handy that way, if IT didn't prove unable to parse bauxite.

    I did notice, though, that bauxite is going in as both "oreAluminum" and "oreNaturalAluminum" (if I remember the names right), the latter IIRC being TConstruct's aluminum ore. Maybe the doubling up is confusing something somewhere? And if it's load-order sensitive, then despite RR's attempts to guard against that with some careful renaming, ANY change to mod configuration could cause it to muck up.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    That is an indication it has a tree.
    I was coming in to confirm that the debug mode was showing the tree, but continuing to not harvest, be it from a greatwood or a much more humble MFR rubber tree; however, seems it's moot, given the later message of it being fixed.

    There is another cosmetic issue I've been having though - specifically, with v17b, certain achievements don't seem to be triggering. The ones I'm having a problem with are the ones involving the worktable; neither "Engaged" (making a steel shaft) nor "Now This Is Unbreakable" (bedrock shaft) get awarded.

    Also, LegacyCraft seems somewhat fraught. I don't use all of it, but the "old skeleton fire rate" option simply does not want to work, and the "disable baby zombies" is only partially successful; though the zombies in question are full sized and thus easier to hit, they still motor around at vastly increased speed and make the pitch-shifted "baby zombie" noises. I'm not sure if it's the "old bonemeal mechanic" that makes the woodcutter get wonky if I bonemeal a (spruce) tree in front of it while it's running (if I remember to turn off the clutch next to it, which I installed for that purpose, before I bonemeal the tree, all's well), or if it just doesn't deal well with bonemeal / accelerated growth in general. But the tree appears to grow... except that the bottom block is still a sapling, which means the woodcutter doesn't know to look for the rest of the tree.

    I think. The whole process seems to generate significant syncing issues, so maybe it's not actually growing at all and only looks like it client-side. It's hard for me to tell, but I think the rest of the tree gives me wood when I chop it down, and that wood survives a relog.
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from Mark719

    A stronger stone shouldn't work with a lower tier recipe, until you get to the master infused stone, then it can create any tier of essence, also, once you get master just toss the old ones in lava or delete them if they are taking up space.
    Yeah, sorry about that. I saw the Master recipe and didn't realise that it was ONLY the master stone that could double it up; as I'm doing these posts from memory (no 'net at home lately) I couldn't check that myself.
    Quote from DoomRater

    TRying to think of all the additional ways to get obsidian, but most of the gens require breaking it, except for Thermal Expansion's Igneous extruder which can get you obsidian without mining a block.
    Mariculture gives you the Vat, which only needs seven copper to craft, or you can make a much bigger one with four of the base vat. Pour a bucket of water and a bucket of lava into it (by right-clicking directly on the vat, not setting a flow over it; piping will also work but could be hard to manage with the vat's limited total capacity) and a few seconds later you'll have a piece of obsidian.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    0.2.17 really doesn't seem to like it if you inadvertently try to use an empty Force Belt slot. (Crash report here.)

    This is mostly the Resonant Rise pack, with a few additions. While I continue to be plagued by key conflicts due to the sheer number of mods adding their own controls, the key in question did not have any conflicting bindings.

    ETA - further problem: Craft item cards don't seem to know how to handle recipes that don't consume all the pieces, but leave some intact. I haven't tried it with e.g. FMP saws or even buckets, but it did eat a Magical Crops infused stone. (Thankfully - this being a relatively young world so far - it wasn't the base one that needs a diamond or emerald to make.) I dare not try it with a Blood Magic blood orb yet - those things are expensive.

    (Well, I obviously could try it in creative, and will probably do so once I'm back at home.)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika
    Force trees are not recognized, no, but I will add them. As for other mod trees, try turning on debug mode and reading your console. The woodcutter will print the "tree" it has in its memory. If you see "Empty", it has no tree. If you see a list of [x,y,z], it has a tree.


    I'll give that a try. What struck me as odd was that unlike the force trees (which show up as No Tree), the other mod trees made the WAILA highlight report "Operational."
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Actually, an oddity about those infused stones: Not only do they not get consumed in making essences, they don't seem to get consumed in making the next tier stone. As the higher ones SEEM to work just fine for making lower-tier essences, it would probably be acceptable to use up the stone in THAT process, and would make a bit more thematic sense.

    Speaking of recipes, much as I'm normally a fan of the ore dictionary, taking oredict white dye for making magic fertilizer also seems conceptually odd. Bone meal IS used as a fertilizer, but other bleaching agents / white pigments needn't have that effect.
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    I'm still having that issue with aluminum not wanting to go into the crucible furnace, which rather puts a damper on what I can do with the mod (unless and until I get a smeltery going, but I was hoping to not use the same old thing this time around). I notice that where most metals/ores show melting data when I have the crucible furnace UI open, bauxite does not.

    I'll try the fix mentioned a while back, though it didn't seem to work for that person, so I'm not all that optimistic.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    The woodcutter is giving me trouble. Problem cropped up when I tried to set up the woodcutter using RotaryCraft v16c, and persists under v17. I am (mostly) running the ResonantRise experimental pack, though many of my mods have been updated by hand since then; I'm trying to keep RotaryCraft (and others of your mods) up to date, especially. I am running TreeCapitator on this install, as well.

    First off, it doesn't seem to function for any mod trees at all. The first problem I noticed was with force trees from DartCraft, which when placed in front of the woodcutter doesn't even recognize; this struck me as odd considering that there is compatability for DartCraft in the extractor. However, even for other trees (like ThaumCraft greatwood trees), when set in front of a tree and powered, it does absolutely nothing. No leaves break, certainly no wood is cut down. If I cut the tree down by hand, and plant and fertilize a vanilla tree, with no changes whatsoever to the power setup, the woodcutter starts working on that.

    Finally, though I thought I saw mention that it would work with Natura redwoods (just take a really long time because the tree is huge), it's causing a crash for me. Crash report is here: http://pastebin.com/TG05iczi

    The report puzzles me, mostly for this spammed line:

    at Reika.DragonAPI.Instantiable.Data.TreeReader.checkAndAddDyeTree(TreeReader.java:54)


    I'm not using Dye Trees. Ender Forest, yes, but not Dye Trees. The closest I have to dye trees is those from ProjectRed.

    Anyway, I'll stop speculating on things beyond my understanding now, and just leave this here.
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    ...those upgrades. I should look into those, shouldn't I? Sorry, that was a derp on my part.

    That silicon carbide stuff will be the death of me, I swear!
    Posted in: Minecraft Mods
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