Nope, doesn't help. Another thing: I cannot see this recipe in NEI, but all other crucible recipes can. "Usage" for Bauxite Ore are just: melting it in TConstruct's melter, combining it with a Pyrotheum Dust and Ore Dictionary compatibility with Aluminum.
I've been having this issue as well (Resonant Rise experimental pack, with a few additions like Better Storage and Magical Crops; but the version's from a few weeks ago). I'll try with the latest version out and see if it's willing to behave.
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Is there a way to speed up the crucible furnace? Especially compared to the TiC smeltery, its pace is rather excruciating, considering the hefty chunk of resources that goes into making it and its constant fuel drain.
Confirmed that the fractionater is working fine - VERY fast, in fact - after updating RotaryCraft. Sorry for the junk report, I am duly reminded to check for newer versions and/or changelogs before reporting anything.
I wonder if that's why the pile driver wasn't giving me any items, as well... I was just thinking its purpose was to make a hole. It wouldn't be nonsensical to have something that SPECIFICALLY doesn't throw piles of dirt and stone all over.
I... huh. Of all things for me to not have scanned... I don't think I've ever used that one in research, so I hadn't even realised I'd missed scanning it.
What in the world is needed for essentia distillation these days? I had as many aspects as I could go out and scan - significantly including Fabrico, Auram, obviously Praecantatio and Potentia - and I could only see Aqua, Praecantatio, and ?.
This is the Resonant Rise pack, so it also has Thaumic Tinkerer/KAMI, Magic Bees, and, significantly, Forbidden Magic - but while FM seemed to be monkeying with aspects in the past (Ira on trees?!) it doesn't seem to be doing so anymore.
Sorry for the delay - my online access is spotty at this point (and not at my home PC). The file I have just said v16. I see that there's a newer download available, so I'll grab that and see if it works better for me.
Though the one I'm getting now is v16c not d. (Edit to add - yes, also grabbing the updated DragonAPI.)
Sorry about that. I'd just got into RotaryCraft a few days prior, hadn't realised it had been updated that fast. Too much time spent with ThaumCraft I guess, heh.
Is there a way to repair force tools? I really don't want to go through the trouble of making a new set of force armor like what I have now.
Use the Force key (default F) and put a bucket of force in - you can also use force gems, but they're VERY inefficient.
Or, to fill it up in one go and possibly take advantage of piping, throw the already-infused tool into a Force Infuser again and hit Go. It will be A. repaired and B. filled up with liquid force, up to 10 buckets' worth depending on how much is in the infuser, which it will use to repair itself on an ongoing basis until it runs out of force.
(It's also possible to do this with a basic force rod made from a normal stick. One transmutation for the force infuser, one for the tome, and it's still got another use in it. You'll need force sticks at some point ANYWAY if you want to make force tools... but you CAN infuse the rod to top it off.)
Speaking of making the infuser, it really seems kind of odd that we make the infuser from an enchantment table (which has a book in its recipe)... but the book disappears and we need to then infuse a tome separately. Would it be feasible to, say, make the force infuser by a recipe that replaces the book in an enchantment table with a force rod? That is:
{ } {R} { }
{D}{O}{D}
{O}{O}{O}
where R is the force rod, D is a diamond, O is a block of obsidian. As it is, it just feels ever so slightly jarring that we need to make ANOTHER book.
The fractionater seems to be giving me trouble. I can't get it to process. For quite a while I was stuck with it saying "Missing Ingredients" in WAILA - with a full stack of all ingredients (including the ghast tears). Put a bucket in, the WAILA tip then said "Operational"... but despite the power/speed/torque bars all being full (this was with a magnetostatic engine passing through a 32x CVT on Speed mode), and the speed being well over the listed demand, it wasn't doing anything - not producing a single drop of fuel.
I can use the fuel enhancer (? not at my game PC atm, the one that processes BuildCraft fuel), but the fractionater doesn't seem to like me. It had power in the bottom, ingredients coming in the sides, and a fuel pipe on top to draw it off - what else might I be missing?
I'm also getting some significant slowdown issues with FC dev build 15, though my computer seems to be somewhat marginal as it is (using Resonant Rise experimental). Is there some way I might be able to provide more useful debugging information?
I should note that the RR version I'm running already has 1.3pre1, and while the massive pack o' mods strains my machine, on THAT version it generally runs acceptably; it's the dev15 build that causes my framerate to plummet in areas that are comfortably 30+ FPS on pre1.
I am playing Feed The Beast Unleashed on Minecraft 1.5.2. When I try to make a force arrow using flint, a force stick, and a feather, I get a regular arrow. Am I doing something wrong?
Frankly... yes. They should be tipped with force nuggets IIRC - either that or ingots, but I think it's nuggets. Try an NEI lookup if nugget-stick-feather doesn't work, but I know for sure it's not flint.
Hey!
Recently i started playing with this mod and i really love it. I want to start automating my farm by using the MFR harvester and planter and connect it to my AE system. So lets say that when my iron drops below 1000 ingots then i want the farm to activate and keep me nicely stocked. The only issue i have is how to auto craft the essences into the ores, like what is the best way to do that. Something along the line of the auto-crafter of buildcraft but that is bloody slow! xD
As already mentioned, cyclic assemblers from Thermal Expansion are one option; though they can only handle one recipe apiece (like the BC autocrafters) and need power (unlike them), they are VERY fast at what they do.
A small molecular assembler chamber would be another option if you can spare the resources for it on an AE subnet. You could probably get away with a single ME chest for storage, and the smallest size of MAC with a pattern provider in it, as well as the controller (and maybe a power relay so you don't need to run power independently to it). Program the assembler with the recipes using each essence. Export all of those essences to an interface on the subnet, and the products from the subnet back to your main ME net. The initial setup cost of this is massive in comparison to other autocrafting options, but a single pattern provider will, I'm pretty sure, cover all the Magical Crops essences, so it's more compact in the long run.
You may not want to do this for things like nether essence that can make several products; just store the essence in your main net and have recipes to autocraft the different things you can get from it in your main MAC.
I want to enjoy this mod. It seems like a really neat way to do nuclear energy.
However...
I tried it back when 1.5 was new. The uranium processing chain was utterly nonfunctional, (fission) reactors didn't respect control rods, and I didn't even get power output worth the space laying down conduits, never mind the rest. Fast forward to recently, and while playing around with the Resonant Rise pack I saw that BevoLJ had a spotlight back in early October showing this mod working fine under 1.6.4, so I figured I'd give it a try.
First the turbine doesn't connect like I saw in the spotlight - they all disappeared when I tried to form a large turbine (they were still physically present but had no texture). Then cue having a reactor explosion while trying to sort THAT out (specifically trying to track down a different wrench in case the TE Crescent Hammer was the problem, as well as getting the remaining conduits in place), because the reactor didn't respect the control rod sitting right next to it. And I go to the issues tracker, see not only the control rod thing as an open and uncommented issue, but also complaints about hideously low power draw.
Creative mode testing shows that the EnderIO yeta wrench, at least, forms the big turbines just fine (actually I suspect the problem was me sneak-wrenching in the first place), but the power output is underwhelming - spotlight claims that two big turbines can be run in full, but between a big turbine on one side and a 3x3 bank on the other fed by the two layers of funnels, only a few of the small turbines are running and my TOTAL power output (both sides) is <600 RF/t. I can get that with 7-8 TE dynamos in far less space, with no risk. Big Reactors completely blows it out of the water (7x7x7 external dimensions, cryotheum cooled with 5 fuel rods, a greater volume than the Atomic Science reactor but not by that much when all the turbines and conduits are accounted for, pushes >10k RF/t - and while it's currently risk-free, that's not intended to be the case forever).
Oh, and also as reported but not commented on in issues, hazmat suit doesn't seem to work as claimed.
Even going by the changelogs between 1.0.1.13 (in the current latest Resonant Rise-EXP pack) and 1.1.0.28, which show two separate major buffs to the turbines (along with something about "refactoring" which could be in either direction) but nothing about the control rods... is the mod actually ready for me to be using these days? Seems like, after all this time and some significant showcasing, it's come right back to some utterly crippling failings.
Hi~! =D I really like this mod!!! It's so much fun <33
I've been playing with it for awhile now, and I have two comments to make!
One is a bug and the other is more of a selfish request~
Firstly, there's a bug with the Essence Glass that doesn't let you see any water through it.
Still water, running water and rain don't show up. I guess I should clarify that I've only been using
the Coal Essence Glass so I don't know if all Essence Glass is this way or just this type.
I didn't notice it at first and I've made the mistake of using Essence Glass throughout my entire house xD
and I can't see any of my fancy water features on the other side of the glass.
I'm pretty sure this isn't something that can be handled in-mod, but a limitation with Minecraft's transparency rendering. Part of me thinks I heard that MC 1.7 changes that, but without changing the rendering engine (either officially, or through such means as Optifine), you generally cannot see one transparent texture through another. That's not for entirely untextured portions of see-through blocks like doors, iron bars, and so on - whenever one block has a tint, you won't see other tinted blocks through it.
I'm not sure where vanilla glass lies, but I've seen the same issue you describe through MC ice, Ars Magica magic walls, and so on; I don't think there's anything the mod authors can do.
i literally just figured that out. not sure how i would have without watching some of bluedart's spotlight videos from 5 months ago.
Yeah, I'll grant that the "how to get it" hint for glass powder is... even more cryptic than most. It's one of those things that makes sense in hindsight.
is glass powder one of those features? because i can't seem to figure out how i'm supposed to force grind a flask to get it when hitting the bottle picks it back up.
this is also blocking off half the upgrades because it's seemingly unobtainable without ic2. how do i get glass powder?
You aren't supposed to force grind it at all. That's not how you get glass powder.
You need a force flask, and you need to severely weaken, but NOT kill, a creeper, to the point that you can bottle it. You MUST NOT use a Bane weapon on the creeper in question. Weaken a non-baned creeper, bottle it before it explodes, and it will explode in the flask, leaving you with glass powder.
You are correct my good friend =p I ran through a world in creative and couldn't find a single ore except the essence ore from this mod. Thank you very much
Yeah I only meant copper tin and aluminium. They are in the config yet I don't think they will generate.
The ores from this mod only exist to ensure that the essence has something valid to turn into. See the recent discussion on hopefully getting it to scan the ore dictionary and pick one of those, instead.
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I've been having this issue as well (Resonant Rise experimental pack, with a few additions like Better Storage and Magical Crops; but the version's from a few weeks ago). I'll try with the latest version out and see if it's willing to behave.
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Is there a way to speed up the crucible furnace? Especially compared to the TiC smeltery, its pace is rather excruciating, considering the hefty chunk of resources that goes into making it and its constant fuel drain.
0
I wonder if that's why the pile driver wasn't giving me any items, as well... I was just thinking its purpose was to make a hole. It wouldn't be nonsensical to have something that SPECIFICALLY doesn't throw piles of dirt and stone all over.
0
Thanks!
0
This is the Resonant Rise pack, so it also has Thaumic Tinkerer/KAMI, Magic Bees, and, significantly, Forbidden Magic - but while FM seemed to be monkeying with aspects in the past (Ira on trees?!) it doesn't seem to be doing so anymore.
0
Though the one I'm getting now is v16c not d. (Edit to add - yes, also grabbing the updated DragonAPI.)
Sorry about that. I'd just got into RotaryCraft a few days prior, hadn't realised it had been updated that fast. Too much time spent with ThaumCraft I guess, heh.
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Or, to fill it up in one go and possibly take advantage of piping, throw the already-infused tool into a Force Infuser again and hit Go. It will be A. repaired and B. filled up with liquid force, up to 10 buckets' worth depending on how much is in the infuser, which it will use to repair itself on an ongoing basis until it runs out of force.
(It's also possible to do this with a basic force rod made from a normal stick. One transmutation for the force infuser, one for the tome, and it's still got another use in it. You'll need force sticks at some point ANYWAY if you want to make force tools... but you CAN infuse the rod to top it off.)
Speaking of making the infuser, it really seems kind of odd that we make the infuser from an enchantment table (which has a book in its recipe)... but the book disappears and we need to then infuse a tome separately. Would it be feasible to, say, make the force infuser by a recipe that replaces the book in an enchantment table with a force rod? That is:
{ } {R} { }
{D}{O}{D}
{O}{O}{O}
where R is the force rod, D is a diamond, O is a block of obsidian. As it is, it just feels ever so slightly jarring that we need to make ANOTHER book.
0
I can use the fuel enhancer (? not at my game PC atm, the one that processes BuildCraft fuel), but the fractionater doesn't seem to like me. It had power in the bottom, ingredients coming in the sides, and a fuel pipe on top to draw it off - what else might I be missing?
0
I should note that the RR version I'm running already has 1.3pre1, and while the massive pack o' mods strains my machine, on THAT version it generally runs acceptably; it's the dev15 build that causes my framerate to plummet in areas that are comfortably 30+ FPS on pre1.
0
1
A small molecular assembler chamber would be another option if you can spare the resources for it on an AE subnet. You could probably get away with a single ME chest for storage, and the smallest size of MAC with a pattern provider in it, as well as the controller (and maybe a power relay so you don't need to run power independently to it). Program the assembler with the recipes using each essence. Export all of those essences to an interface on the subnet, and the products from the subnet back to your main ME net. The initial setup cost of this is massive in comparison to other autocrafting options, but a single pattern provider will, I'm pretty sure, cover all the Magical Crops essences, so it's more compact in the long run.
You may not want to do this for things like nether essence that can make several products; just store the essence in your main net and have recipes to autocraft the different things you can get from it in your main MAC.
0
However...
I tried it back when 1.5 was new. The uranium processing chain was utterly nonfunctional, (fission) reactors didn't respect control rods, and I didn't even get power output worth the space laying down conduits, never mind the rest. Fast forward to recently, and while playing around with the Resonant Rise pack I saw that BevoLJ had a spotlight back in early October showing this mod working fine under 1.6.4, so I figured I'd give it a try.
First the turbine doesn't connect like I saw in the spotlight - they all disappeared when I tried to form a large turbine (they were still physically present but had no texture). Then cue having a reactor explosion while trying to sort THAT out (specifically trying to track down a different wrench in case the TE Crescent Hammer was the problem, as well as getting the remaining conduits in place), because the reactor didn't respect the control rod sitting right next to it. And I go to the issues tracker, see not only the control rod thing as an open and uncommented issue, but also complaints about hideously low power draw.
Creative mode testing shows that the EnderIO yeta wrench, at least, forms the big turbines just fine (actually I suspect the problem was me sneak-wrenching in the first place), but the power output is underwhelming - spotlight claims that two big turbines can be run in full, but between a big turbine on one side and a 3x3 bank on the other fed by the two layers of funnels, only a few of the small turbines are running and my TOTAL power output (both sides) is <600 RF/t. I can get that with 7-8 TE dynamos in far less space, with no risk. Big Reactors completely blows it out of the water (7x7x7 external dimensions, cryotheum cooled with 5 fuel rods, a greater volume than the Atomic Science reactor but not by that much when all the turbines and conduits are accounted for, pushes >10k RF/t - and while it's currently risk-free, that's not intended to be the case forever).
Oh, and also as reported but not commented on in issues, hazmat suit doesn't seem to work as claimed.
Even going by the changelogs between 1.0.1.13 (in the current latest Resonant Rise-EXP pack) and 1.1.0.28, which show two separate major buffs to the turbines (along with something about "refactoring" which could be in either direction) but nothing about the control rods... is the mod actually ready for me to be using these days? Seems like, after all this time and some significant showcasing, it's come right back to some utterly crippling failings.
0
I'm not sure where vanilla glass lies, but I've seen the same issue you describe through MC ice, Ars Magica magic walls, and so on; I don't think there's anything the mod authors can do.
0
0
You need a force flask, and you need to severely weaken, but NOT kill, a creeper, to the point that you can bottle it. You MUST NOT use a Bane weapon on the creeper in question. Weaken a non-baned creeper, bottle it before it explodes, and it will explode in the flask, leaving you with glass powder.
0