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    posted a message on DartCraft Beta 0.2.20
    Quote from xFantaSeax

    ... do you not understand it's not crashing, the game is just locking up, it will not force a crash, I have to manually close it with task manager..... I know what crash reports is, there is no crash from the game, the loading whenever I add dartcraft locks up, only minecraft locks up as well....
    One option that should still be available to you is the Forgemodloader log. It'll be too big to put here even in spoilers, so Pastebin or similar will probably be necessary, but ForgeModLoader-client-0.log may help to figure out what's going on up to the moment it hangs / is killed.
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Is there a reliable way to avoid the reported crash bug with Carpenter's Blocks? e.g. if I am careful to NOT use any Carpenter's Blocks near my planters, will that avoid the issue?

    Moving on, would it be feasible to introduce a block that functions like the OpenBlocks XP drain, to wit, siphons experience/mob essence steadily from a player standing on it / next to it? Possibly being able to disable it with a switch? Extracting XP bucket by bucket is not only tedious, but - thanks to the massive amount of XP needed for later levels - hugely inefficient, and using OpenBlocks into Bottles o' Enchanting and tossing them onto a sewer I'm pretty sure is very lossy as well.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from iGoatWarrior

    Can someone tell me how I can pick up Blaze Spawners with the Force Wrench, it says I have insufficient power? How do I power the wrench!?
    It needs to be charged with liquid force. Use your Force Key (defaults to F, configurable through in-game options -> controls) to open its interface, and you can throw buckets of liquid force, or force shards, in there. You can also use force gems, but that only gives you 1/4 bucket per gem, I believe, as opposed to the full bucket in a force infuser or the 1.5 buckets from a Forestry squeezer.

    You can also just put the wrench in a force infuser, with no upgrade materials, and click Go, to fill it from the infuser's tank. Much less clicking than moving 10 buckets in there by hand.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from Zandorum

    I read what it does in the config and it sounded nothing like that what does it do in total?
    Sierpinski's Wrench lets the force wrench include force-wrenched tile entities inside the inventory of the entity you're wrenching up - nested force-wrenching, basically.

    (The name refers to a fractal - the one that first comes to my mind is the Sierpinski triangle. Fractals are recursive structures, and Sierpinski's Wrench lets your inventory be recursive in turn.)
    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

    Noted, will be added, thanks for your input. :)
    For balance purposes, you may want to consider an intermediate craft here, or even two steps. For instance: the essence you get crafts into a piece of dust. Several of that craft into a bone shard. Several of THAT form the skull. This will let wither skeleton skulls still be rare, but give players a reliable way to get them if they're patient.

    Exactly how much essence it takes would be adjustable by altering the intermediate crafts - both how many of item A it takes to get to item B, and how many tiers there are in the first place.
    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 TheDamit84

    One more very hardcore annoying problem:
    Putting dye essence into an applied energistics ME-System and searching for it will return no results.

    Reason: The name of the dye essence is in colored letters but you can only search for white text.

    Please Please Please decolor den dye essence!

    Thank you very much!
    I must agree. While I see what you're trying to do with the text colors, in the case of the dye essence, the control characters to switch color interfere with AE's string search. Not sure if NEI has a similar problem or not, offhand, but at most I think it should be one color for each word, or just pick a color and stick with it.

    The other essences work fine - it's not that it needs to be white text as such.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Clapfordu

    EDIT:
    Alright, fixed that by replacing it/moving things around. Now a problem with the sigil of containment. Chickens seem to be able to run out of it freely (spreading the 50 or so chickens I had locked away around the map


    I came here because I have the same problem, but Mithion said something interesting here: that the Sigil blocks are air blocks. Try making sure there is NO grass growing on any of the borders of the sigil area; I'm going to try the same myself and see if that helps. Other livestock IIRC can't pass through a one-tall opening, but chickens can...

    ETA: Never mind, no dice. Even when I can see the shimmer in the air from the sigil, the chickens go right through it.
    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
    Quote from WayofTime
    Nothing in the corners, no. The amount of runes also includes the 8 runes that were used to upgrade to a Tier 2 altar.
    Ah, okay! Later tiers don't include the ones that came before, so it kind of threw me off. That distinction could possibly use some clarification in the OP.

    Edit: would someone who already has a membership on the FTB wiki consider editing the Dagger of Sacrifice page? The Wiki page claims that it needs a whopping 30,000 LP to craft (well, whopping for a tier 2 altar), but the OP here says 3,000 and that's what my own experience seems to suggest.
    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
    I'm a bit confused at the directions for upgrading an altar to the third tier. Are there runes under the pillars? If so, by my count that still only makes 24 runes, not the 28 stated in the post - each side is seven long, but each corner counts twice.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Chuuu22

    Not sure if it's related, or a conflict with another mod.... but when I mine Bitumen & Potash, out pop a ton of Woven Adventurer Backpacks (from the Forestry addon). Pretty sure that's not right... but not sure how to fix it even if I can? :\ I'm also not sure if those are the only two id conflicts, I haven't fully explored all the metals/forest yet. :)
    Also posted this over on the Forestry thread.

    keep up the great work!
    It would probably be a good idea to open ForgeModLoader-client-0.log in your Minecraft directory, and search for the text "CONFLICT" (without quotes). That will find you anywhere IDs are colliding - but bear in mind that item IDs may be reported as 256 higher than you see in the config files.
    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 phondeux

    Is there any way to completely pull a magical seed or plant from the mod? I tried setting glowstone seeds to zero in the config and it apparently ignored my setting. :(
    That's not a standard thing. Some mods support it as a means of disabling something - Extra Utilities comes to mind, as well as RailCraft's tracking block at the least - but it's not universal. I'm not sure if some things would react to such a value by regenerating their defaults, but it sounds like that may be what happened.

    Nevertheless, config options for the different things would be nice. Maybe if there's need to overhaul configs anyway (for metadata-based seeds/plants?), that might be the opportune time to introduce such.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from theweltinator

    Nope. You can't breed Mo Creatures horses with vanilla horses. Don't know why, seeing as Mojang actually had Dr. Zhark code the horses for them. You think he'd us the same code for vanilla's horses and his own, but it seems not.
    Uh... wrong. shows horses being bred, a mix of vanilla and MoC, up to a zorse in order to get the special ones.
    Posted in: Minecraft Mods
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    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?
    Quote from schpeelah

    You need separate lines for different fluids period. Each fluid conduit is set to transport only one type of fluid. Unset conduits set themselves automatically, otherwise you can change their setting by double-left-clicking with a bucket of appropriate fluid (empty bucket to clear the settings. For transporting multiple fluids as well as items and power, you want Extra Utilities pipes.
    Whoopsie. Thanks, that explains it. It still seems to go against the otherwise-compact nature of the conduits, and they do still seem to drain pretty slowly even when I'm not waiting to send other fluids through, but so it goes. Extra Utilities transfer nodes have the disadvantage of needing multiple block faces to pull out items vs liquids, but I suppose nothing's perfect. For now, MFR liquid routers and TE fluiducts for the inlet will serve my fluid-sorting needs.

    Still not sure what's going on with the slime grinders and the transceivers, but that project is on hold pending a more sustainable source of mob essence anyway.

    ...Actually, on further work, I'm positive it's happening when items (at least) are backstuffed. Odd that that's happening, but something I can look into, probably by way of a buffer chest on the other end.
    Posted in: Minecraft Mods
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    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?
    Saw this on BevoLJ's channel, had to try it out, loving it so far! But I am having a few bits of derpiness here and there, mostly around the dimensional transceivers.

    First, the one thing that isn't: Fluid conduits seem to take a really, really long time to drain out, which presents a problem for things like MFR that can send multiple different fluids (sewage or mob essence from the sewers; liquid meat or pink slime from the slaughterhouse), or for centralized networks in general; and the moment I need to start running separate lines for different fluids, the appeal of the compact, all-in-one bundles starts to wane. Would it be possible to speed up the fluid conduits, or introduce an upgraded, faster version?

    Moving on: The dimensional transceivers seem to have a great deal of latency for me (on a single-player world). I'll often wind up staring at it for several seconds, and either be about to turn away and look for problems elsewhere/on the other end, or actually start to do so, before it receives power and lights up. Is there any way to improve the responsiveness, say by actively looking for other transceivers on the same frequency and giving them a nudge when one is placed / settings are changed, or if the problem is local, by nudging the local power net?

    Finally, are there any circumstances under which the transceiver will emit a redstone signal? I've got one sitting next to an MFR grinder - two such, actually. One of them works fine. However, the other one, the one eating slimes*, periodically resets its idle timer to full even when it's got plenty of targets in its area of influence. The simplest explanation that I could think of for it doing so is if, when it fed something to the transceiver, it received a redstone pulse in reply - maybe because it was backstuffed or something - but I see no information to that effect on the Wiki, so I don't know. I did confirm that if I put the slimes in the first spawner, its grinder also starts showing the odd behaviour, so it seems to be something about slimes - maybe their possible size, maybe the hopping around, I don't know. The one where I first noticed the problem had a veterinary station with embiggening syringes being stocked, but this also happened when I swapped the net to the spawner WITHOUT the vet station, so... no idea.

    (*: Yes, I'm aware Skyboy nerfed the old behaviour wherein a slime would split on being killed by the grinder, and all the baby slimes would get ground up as well. That's no longer happening - slimes are killed instantly - but I still like the slimeballs.)
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    I'm having trouble with the cursed earth not spawning anything. At first I thought it was the magnum torch, but neither removing it nor going into creative to set up a new patch of it did anything, and I did read that it's not supposed to have any effect on forced spawns anyway, soooo...

    Anyway, I do have Mo' Creatures and Custom Mob Spawner installed, but I've seen someone with those mods make a functional Cursed Earth mob spawner on Youtube, so... I have no idea. Neither MoC nor CMS turn up any results in their threads on searching for "cursed earth" so I haven't the faintest clue how I could let the cursed earth function properly again.

    What could I look into here?

    ETA: I compared versions, and I'm using the same versions as that Youtuber - it's not that they're using the dev and I'm not or vice versa, neither of us is using the dev version.

    ETA2: A monster spawner placed in there works just fine - it's just the cursed earth not functioning.
    Posted in: WIP Mods
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