so after reading the text of this patent at http://www.google.com/patents/US6857067, I just wanna get one thing straight: This company's lawyer, s/he claims to some judge that this company owns the patent; and maybe s/he even shows a reciept. then, a court employee contacts the patent office to verify that this claim of ownership or reciept is legitimate, right?
so they just applied a common procedure to the internet... um, the US government should be suing this company for using that process.
Then again, I'm quite used to deciphring weirdly phrased statements like that(for example, legalese), and I still had trouble following what was going on so maybe I misunderstood. but I'm pretty sure the only way they got that patent is by confusing an underpaid, overworked government employee...
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So what's the deal with travellers armor? I have 3 pieces (head, chest, feet, + glove & belt), all of them with repair modifier and at full durability but it seems they do not offer any protection whatsoever. This led to several really annoying deaths as I was expecting the 7.5 armor icons' worth of protection as shown on my hud.
Is this a conflict with another mod or has anyone else experienced this problem?
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What are you talking about? You simply pick the appropriate version of forge from the drop down in the profile's edit menu. There's no need to mess with uninstalling/installing things besides running the appropriate forge installer and choosing the right folder.
The only way you could be crashing is if you don't match up the version of forge to the mods you have installed in your folder. Maybe you forgot to change the version in the edit menu after you updated the mods
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I had this issue as well with ExtraUtilities (which has been updated since, and might work now). Bug the maker of evilcraft to fix this bug or try different versions of that mod until you find one that doesn't have the bug.
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After some additional testing, I've discovered this problem is gone in 1.2.3, so I'll be switching to that version.
Which, as best practices go, there really should be a link to in the description to 1.2.3, labeled "latest stable" or "recommended", as 1.2.4 also seems to crash the server as part of its startup routine, at least in single player mode.
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When I installed this mod, it broke several aspect associations in Thaumcraft. (For example: coal, charcoal, sand and glass have no aspects now, even though they should, and the different flavors of sandstone are missing 1 aspect each)
This was the case with 1.2.4a, and I've checked just now, is still the case with 1.2.4b.
I enjoy this mod as well as thaumcraft & would really like to use both, especially if i could use Thaumcraft with the intended progression of difficulty
Please advise (or fix =) )
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Ok.
Thanks!
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If I had to guess, it would be either openblocks or extrautilities, since those were the ones that I installed around the time I started noticing problems with my main world.
Short of uninstalling those mods, is there anything I can do to fix that?
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Does having other mods installed change the attributes of items in this mod?
I have a save that I copied from a just-thaumcraft profile to a profile that also includes extra utilities, openblocks, tinker's construct and NEI, and a lot of the items changed what aspects they have. For example, coal & charcoal now have nothing, and the sandstone variants only have 1 ordo or 1 praecantio rather than the usual.
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So I'm seeing some weird behavior after updating Forge. Basically a lot of my vanilla items lost their aspects. the ones I specifically remember off the top of my head are Coal, charcoal, flowers of all kinds, and cauldrons. A lot of crafted vanilla items seem to be missing their aspects as well.
I'm running the current recommended version of forge, which I believe is a few minor revisions ahead of what TC4's latest version is built for... Is there any way to fix/restore these aspects?
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I know it's not exactly what you asked but it's another way to maybe solve the underlying problem. Depending on the size of your build, building one of these might be a faster way to do it
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It would certainly help making potions less tedious. you could set up 3 droppers full of bottles to drop one each at the push of a button. They fall into a source block that's on top of a hopper, which puts the bottles in the proper places in the alchemy stand. another hopper on top puts in nether warts, and you get 3 awkward potions at the push of a button. (that is, assuming hoppers work right with the stands... never actually tested that)
the buckets would make emptying a lake much easier (a needed feature imo). you just spam the q button with as many stacks of buckets as you're willing to make, and the water sources definitely won't have time to replenish
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That said, different enchants are more likely at different levels. as I recall, the wiki has a bunch of charts somewhere that show what level you need to be to maximise the likelyhood of each enchantment for each category of item, and it shouldn't be too difficult to make one based on the books if someone knows the equations used.
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I'll see if I can find the video
edit: found it
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edit: I've seen custom maps (by HiPixel) that don't require mods to play that have X level enchantments, so there is definitely a way to do it... so on to the damage amounts-- [/edit]
Sharpness does 0.5 to 1.5 extra hearts of damage per level -- so at level 10 (X), that's 5 to 15 extra hearts, plus the diamond sword's base damage of 3.5 hearts, that's 8.5 to 18.5 hearts total, minus whatever protection the target gets from armors, etc
Smite does 0.5 to 2 extra hearts per level so we multiply that again by 10 for X, and we get 5 to 20 extra hearts... for a total of 8.5 to 23.5 hearts at level X, minus protection from armor, enchantments, potions, and buffs.
if you have Sharpness V and Smite V, then that's 2.5 to 7.5 extra from sharpness, and 2.5 to 10 extra from smite. SO if they stack, that's 5 to 17.5 extra, or 8.5 to 21 hearts total, and if they don't, it's 2.5 to 10 extra, or 8.5 to 13.5 total
I can't tell you if they stack, though some experiments with armored zombies or skeletons might tell you that...
EDIT: Actually, if you can set up a sword with Sharpness III and Smite III -- which will max 14 if they stack and 9.5 if they don't; you can test it on a bunch of (overworld) skeletons (not zombies). try to kill 100 of them without critical hits, and if they don't stack, you'll never be able to kill one with less than 2 hits. if they do, you'll kill a lot of them with 1 hit
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