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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Thizizmyname

    Is there a way in TC4 (or other mod) to irrigate a farmland? My golems always get stuck in the watersource and if I put a slab on top my gatherer bugs out when an entity falls down.
    I tried Openblocks sprinkler but likewise there my golems gets stuck and if I put it one block above it doesn't work.



    I've had my straw harvester disappear twice now but my tallow golem is fine. I'm about to start blaming hungry sheeps...


    I put a single solid block over the water block in my farms, it's the harvester golems perch to view his assigned area :)

    I suspect that on very odd occasions golems can still fall through the world, I recently lost a dozen (which included my 3 advanced treefarmers) at the time I was a long way off about 10k blocks or so and either they fell through the world after a relog or something else happened. Straw golems however I have lost several to lightning strikes, so I prefer to use tallow\flesh for all my non-combat golem needs.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheFlyingBanana
    The REAL trouble starts with the nine item fusion for, what is it, the thaumostatic harness? That one is especially bad since that usually necessitates placing another pedestal and breaking the symmetry of pedestal placement.

    Nope the REAL trouble starts with Thaumic Tinkerer and items that require 12 pedestals and has inherent dangerous instability and also require vast amounts of essentia in jars....full ones. You'd better have a couple of jars for that since one tic of runaway infusion means you cannot complete the infusion.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Aeraesoria

    Don't know... would the tooltip bug affect things placed in the world? And I don't think I can not use Optifine it gives me such a huge FPS increase and if I remove it my FPS craps out majorly, I'm running about 140 mods atm... so you can image why. Would be 143 but I had to recently remove ICBM due to a gamebreaking bug (couldn't revert to a previous version)

    Well the bug used to turn Greatwood leaves into Silverwood leaves in the world (and I have seen that myself) so it could I guess.
    Not so sure about Optifine I'm running 120ish mods and optifine (when I tried it once just to see actually dropped my framerate in 1.6.4), in 1.4.7 I needed it to actually get a heavily modded game to run at a playable framerate but the change to 1.6.4 (and also changing to 64 bit java) made a huge difference.
    Posted in: Minecraft Mods
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    posted a message on Chisel
    Quote from sciguyryan

    True, though not everyone knows how to do that and there is always the issue of forgetting. I tend to fall into the latter category. It's one of the things I always seem to miss.

    Yeah it would be nice if Chisel natively supported it.. since I'm a lazy ******* and quite forgetful as well :D
    And I just love the way you can make a large TE build look now with Chisel multiparts my base has never looked better.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Aeraesoria

    don't know if it's the recent "stable" version of forge or Optifine but shimmer leaf and Silverwood saplings are disappearing when you place them in the world. Something strange is happening though, quit world and then load it again the stuff is there but once you hover over/look at them they disappear again. I'm going to assume it's the recent version of forge and not optifine as it's doing it on previous versions as well and everything was dandy until I updated forge. So I can only assume that Thuamcraft will need to be updated to use the recent stable version of forge.

    Possibly the NEI tooltip bug still? I know it affected Silverwood\Greatwood leaves WAILA fixed it for me though. Though I'm inclined to blame Optifine I have had 400% less issues since I stopped using that.
    Posted in: Minecraft Mods
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    posted a message on Magic Bees: Magic themed bees for Forestry; The Successor to ThaumicBees
    Quote from Ferelwing

    **********************

    I was having problems with being able to automate it to remove the crystals.. Did you figure out what to do with that?

    I honestly just started Thaumcraft 4 so I can't be sure. I'll let you know if I find out.

    TE itemducts are fantastic at apiary automation the control available makes setting up auto apiaries very very easy.
    Posted in: Minecraft Mods
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    posted a message on Chisel
    Quote from sciguyryan

    This may have been requested before... but if not then awesome!

    Would it be possible to register these blocks as cuttable via multipart? Some of these would make for some very epic covers and such.

    It can be done via an IMC call these days so you shouldn't even need to use an API for it :)

    I did ask for this but then I found that you can just put the ID and metadata tags into the Multipart (microblocks) config and they work fine.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Dreossk

    When adding this mod, I got a error message with ForgeMicroblock - ForgeMultipart-universal-1.6.4-1.0.0.182.jar and ForgeMultipart-universal-1.6.4-1.0.0.227.jar. I checked and I indeed had two of them so I removed the older one and I was able to launch successfully. I understand that file must come from Immibis Microblock since it's the only microblock mod I have. Will this cause a problem with my already existing map that contains microblocks if I add Project Red and that seems to have its own microblocks? Could I even remove Immibis microblock?

    Also, where can I find documentation about the pipes and all the other additions? The website is pretty useless to get information. It seems I can't get a backpack but I can make woven cloth... which are used to make a sail... which can't be used for anything... I don't understand. And the minerals don't serve any purpose? The lack of information is the main point that really hurts the mod popularity and prevent its use.

    Thanks.

    At the moment the auto updater for Forge Multipart is not deleting the old version of FMP on update so manually deleting the old version is the only way to get around that error it shouldn't affect any other mod.
    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 Valmaris767

    I have a bit of confusion regarding the enhanced energy conduits.
    When in my inventory my EECs read as/state that they can carry a max of 2048 MJ/t, However I have them. However, When placing them in the world they seem to only be able to carry (read as carrying) 500 MJ/t. Is this as intended, a bug, or what?
    I was really hoping to avoid using other cables as they are a tad more difficult to cover but I require more than 500 MJ.

    The 500 mj is I am fairly certain a WALIA\NEI issue, the tooltip is wrong basically.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from qazplm601

    im having a bit of trouble, help would be appreaciated.
    http://pastebin.com/kpGtsSAz

    You have so many issues in that log that I cannot even tell you where to start, ID conflicts galore both item and block, incorrect version of LWJGL, many odd looking errors from multiple mods (which may or may not cause issues). Basically if I had that log I would nuke the entire instance and start again. Try the FTB launcher modpacks for a start or the AT launcher both will give you an idea of how things should look.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from corinanth

    with the recent changes to ducts and the new requirements of servos for upgrading i would like to request that the recipe for the servos is changed to output 6 units similar to the recipe for the ducts. we are going to need a crap ton of them and the recipe needs to give more than just one especially at a cost of 2 iron

    You can put a torch under\put a lever next to any duct you don't need to access the filtering capabilities of, if you just want it to extract from an inventory.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from trdonja

    Two questions.

    Can the silverwood nodes be captured in the jar as well? The node log simply disappears?

    And much bigger problem. I'm trying to set a mana bean farm with golems. The harvesting golem works fine (although his working range seems to be terribly small. Where do those 16 blocks from the description come from? But the main issue is gathering golem. He picks the bean fine, but then doesn't put it into the chest. I tried to show him with the bell, I tried with different chests, differently placed, but he just stands there doing nothing. I've never used golems before so I don't know if I'm doing something wrong. I've checked some YT videos and it looks very simple.

    The harvesting Golem is covered in the "most" section of the 16x16 block range, most golems work in a 16 block range. The harvesting golem is 9x9 (basically the perfect size for a single waterblock plot), water upgrade + specs ups this too ~12x12, advanced would probably up it again by 1 or 2 but I don't have any advanced harvesters I do have some advanced gatherers and their range is 20 something with a water upgrade.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheFlyingBanana

    I call them target practice.


    I call them wha the?? BOOM lol (hard to see lil buggers)
    Posted in: Minecraft Mods
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    posted a message on Morph - Turn into almost any mob!
    Quote from Survivingman11

    turned into a bat and it didnt work :(

    Do you have the version that allows mob abilities? 0.3.0 was the first I believe
    Are mob abilities enabled in the config?

    If you have the latest version most mod added mobs have appropriate abilities my favored forms are a Nitro Creeper: Natura (I killed it with lightning so it's charged) and the Forest Raven: Twilight Forest, the Creeper is fire\lava proof and the Raven flys and is also really really small.
    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 Mrvideogame

    I just realized how easily Way might be able to stop this exploit. All he would need to do is make the well ignore entities labeled "Boss", if forge has such a label...

    But currently, I have a plan for a new build. It involves a alter built for sacrifice and dislocation, pipes, a well of suffering, EU's cursed earth for a mob farm, drums from EU, BC gates, and a generic block breaker....

    It's possible to make things ignore "Boss" entities or at least MFR safari nets don't allow their capture and Morph doesn't allow boss morphs unless changed in the config.

    I must admit I was kind of surprised when the Naga I spawned in to test actually was a valid sacrifice for the well, it was the last mob I tested since they do have a habit of destroying blocks.
    Posted in: Minecraft Mods
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