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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    anyone have an idea how to quickly empty a bioreactor's buffer? I tried several liquid transferring systems, and putting biofuel generators adjacent to the bioreactor, but it outputs so sloooooooow and I can't seem to find a way to speed it up. or is this an intended nerf for the bioreactor?
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from joshie

    Released Mariculture 1.2.1a and Enchiridion 1.0a.
    With the following changes/fixes

    * Fixed Server startup crash (Need to update Enchiridion to 1.0a as well)
    * Fixed my stuff breaking bedrock, namely pressurised water
    * Fixed a crash with Ex Aliquo, could of been prevented on their end but, works better with my fix ;)
    * Fixed Auto-Dictionary issue
    * Sand Renders smaller than pearls again
    * Ported 1.7.2 Fuel changes to 1.6.4
    * Ported 1.7.2 Paintbrush changes to 1.6.4
    * Reduced Transparent plastic glass costs, now 8000mB of molten glass and hard plastic for 16 Transparent
    * Oysters in the end always produce ender pearl

    Yes this crash will also occur in the 1.7 BETA, I will fix that in the coming days, it's not as urgent, as you shouldn't realllly be using it in on live servers anyways at this point in it's development.


    yay \o/
    thank you very much :D
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from Tempestt

    I'm not sure how to farm cocoa beans either, it looks like the newer versions of MFR don't have the option to keep the harvester from harvesting jungle wood.. So it's constantly killing my jungle trees, and I can't set up an actual cocoa farm. Is this an intended change? Is there a new way to farm things like cocoa?


    that's what the new machine called fruit picker is for, it harvests fruits, like cocoa.
    you place down your jungle tree logs, plant your cocoa on them, and place down a fruit picker (with a radius upgrade if needed)
    the fruit picker will harvests the cocoa when it's fully grown.

    though my problem is getting the cocoa back on the jungle log so you can keep growing them, as the fruit picker seems to completely harvest the cocoa bean, and does not replant it. and the planter doesn't seem to be able to replant the cocoa on the jungle logs, so you're forced to manually put the cocoa beans back onto the jungle logs

    EDIT: *puts on derp face of shame* yea... I found the problem... the logs need to be 1 layer higher then the planter for it to work, that's what I've been doing wrong... oohwell, atleast now I have it working, and even working with mana beans
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    I don't know if this has been suggested before, but are there any plans of adding crop breeding to harvestcraft? I'm asking this because harvestcraft drops alot of seeds, really, alot of them... you can get pretty much any plant if you just get a sickle and a plains biome, so there's not much of a challenge. but if you were to breed certain crops together to get new crops... that'd be alot more interesting. plus all the different kinds of seeds you get also go down, so it's alot more inventory friendly...

    perhaps you could make it similar to how IC2 crops work, so certain crops need to meet certain conditions for them to breed correctly.
    Posted in: Minecraft Mods
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    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    have you thought about adding support for fish genetics from Mariculture?
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    I've been wondering... are there any plans of adding a kind of analyzing item or device for the fish breeding? like the bee-alyzer from Forestry.
    I've been wanting an item like this because the default information you get from the fish is not really enough if you really want to start with breeding the fish. as you've one fish who likes a normal biome, another fish who likes it cold, and a fish who likes it hot, and a fish who doesn't even want to be in the overworld... and you can come across a fish species with 2 fish that both have the same stats, but don't stack because there's some information that you can't see that is different from both fish.

    with this you could perhaps also document the fishbreeding ingame like how forestry does it. though NEI already does that aswell... you could've several things that the analyzer could tell you, like what fish species is active, and which one is inactive, their lifespan, their fertility, their possible effect, their product resources, which species they can breed with to get new species, what biome they want, how much fishfood they take... things like that.

    and perhaps you could also add a mechanic like how extra bees and gendustry handles the breeding where you can take certain traits of a bee/butterfly/sapling and put it onto an item, which you can then transfer onto other bees/butterflies/saplings, or perhaps allow a mod like gendustry to do this...
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    any chance of combining a bag of holding and a paintbrush to make colored bags of holding?
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Yusunoha
    I'm playing jaded's Agrarian Skies modpack/map, but whenever I'm using the auto-fisher, I keep crashing with this crashlog http://pastebin.com/qrAuNq5T
    it happens whenever the auto-fisher fishes something up...

    can anybody tell me if there's something wrong on my end, or if this is a known bug, because I'm not seeing other Agrarian Skies players reporting this problem...
    Quote from joshie
    Technically it's a bug with ex aliquo, as zero is calling a method that's only intended to be called by the fish feeder. Which is my fault since i don't specify that in the api. I'm going to fix it on my end, in next bugfix update. But you should probably report it to him too.


    so here I am, reporting this crashlog :)
    Posted in: WIP Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from joshie



    Technically it's a bug with ex aliquo, as zero is calling a method that's only intended to be called by the fish feeder. Which is my fault since i don't specify that in the api. I'm going to fix it on my end, in next bugfix update. But you should probably report it to him too.


    will do. thank you for the quick response.
    though I guess there's nothing that can be done at this moment to fix the issue... guess I'll go back to manual fishing :P
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    I'm playing jaded's Agrarian Skies modpack/map, but whenever I'm using the auto-fisher, I keep crashing with this crashlog http://pastebin.com/qrAuNq5T
    it happens whenever the auto-fisher fishes something up...

    can anybody tell me if there's something wrong on my end, or if this is a known bug, because I'm not seeing other Agrarian Skies players reporting this problem...
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    can anyone tell me how to make a cocoa bean farm? I know the fruit picker can be used to harvest the cocoa, but how do you automatically plant the cocoa back on the trees for more harvesting? I tried to use the planter, but that doesn't seem to work, and the fruit pick breaks the whole block when harvesting, so it doesn't replant a cocoa bean
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    would it be possible to add the option so when you stack drums ontop of eachother, and the stacked drums have the same type of liquid, that the drums will connect? meaning if both drums are half full, the top one will drain into the bottom one. some exampls that are similar are the thermal expansion tanks, or the openblocks tanks or the dynamic tanks and the buildcraft tanks
    Posted in: WIP Mods
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    posted a message on Chisel
    Quote from delta534

    This is what I get for not doing a quick test run.

    Fixed Version Download

    Changlog
    -Fixes a texture path issue.


    I don't know if you've noticed already, but there's another person also doing a port of Chisel http://mc.shinonome.ch/doku.php
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from MonthOLDpickle

    Why can't I use force trees in the composter? I mean barrels.


    because there not seems to be Dartcraft compatibility
    and have you thought about adding an use for flint? because I get quite alot of it from sieving gravel, but I don't really have much use for it. I use some for tinkers tools, but that's about it.

    perhaps allow flint to be used in barrels aswell, or allow flint to be used in crucibles, or perhaps allow flint to be crafted back into gravel (perhaps at a 4:1 ratio)
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    any plans on adding WAILA support for the barrels (telling you how full a barrel is) or NEI support (showing what you can get from barrels, sieves and hammers)
    Posted in: Minecraft Mods
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