I was away for a while, and AS maintained it in my absence. This version is so far ahead of that one in terms of features that it's not even worth comparing them.
This is not a thing you can do.
Ahh. Well, I'm an idiot, (relative to coding), so I really have no idea.
well what exactly did you change then to get biofuel made in a still into cans/capsules and to be used in combustions engines/railcraft liquid boilers as i had both working fine together until someone on my test server pointed out this issue.
Well, I didn't have a biofuel conflict w/MRF, but it was a conflict. It was with more swords, and ICBM, it thought the 1-shot sword was biofuel (the render was hilarious) and another sword was a tin biofuel can. As well as many other hilarious conflicts. All I did was change the sword's ids, and it worked. Maybe you should change the id's, and delete forge's liquid dictionary, it might fix it.
Edit: Ahh, i see, it was the liquid dictionary. All I had to do was change the ids, cause the swords weren't actually liquids.
i spent about half an hour changing various IDs in both mods and always ended up with the same issue that the biofuel could either not be capsuled/canned or if it could it could not be pumped into combustion engines so i just gave up and removed MFR and it now works fine and is orange like it is supposed to be and can be capsuled/canned and also used in combustion engines. So at a guess i would say the issue/confliction comes from MFR but as iam no coder my opinion is irrelevant.
I have an idea for new feature in NEI.
When I'm in recipe mode I would be able to open creative menu but without possibility to take any items.
I know there is search feature but in creative menu all items already organized by their purpose (building blocks, combat etc or mod-related items (only from Forestry or Railcraft or other mod that adds a new tab to creative menu)).
So you mean, like tabs, for NEI.
Well, if you put @then the name of the mod (as follows in the subsets tab- case sensitive), it'll come up with the stuff from the mod.
Like, @IC2 comes up w/all of the machines and things.
Can I request a config for leather augmentation? Killing cow babies for leather just doesn't seem right. Also it seemed that some mod that I have installed changes cave generation in lower levels (a lot more caves near bedrock and less lava lakes), is it TC, some other mod or just my imagination?
Anyone asking for a release on the private Railcraft beta? No? just me? oh well that's sad, cause...
I FOUNDS EET! https://dl.dropboxusercontent.com/u/38558957/Minecraft/Railcraft_1.5.1-6.17.0.36.jar
(Yep! one of the unreleased "Private Betas"!)
If you're asking, I snatched it out of a lucky google preview of the railcraft IRC. I don't even know how IRCs work.
Oh, back on topic: can someone tell me how ic2 crops work? I don't really want to spend my single ferru seed packet
Umm, they released a public beta, on the 26th. Yup, they hid it in their IRC the entire time. Sneaky.
Oh, and from what i can tell about IC2 crops, (their wiki's all messed up, mainly cause of that strange hayo person.) when you harvest them, manually at lease, it goes back to the 1st stage of growth.
i seem to be having the same biofuel clash that has been mentioned yesterday. Using PCC 1.1.3-90, Forestry 2.2.0.0 & MFR 2.5.1 the biofuel produced in a forestry still cannot be canned/capsuled and when it is pumped out it crashes the client and bugs the wooden pipe it started in. i updated forestry to v2.2.0.1 which sort of fixed some of it but now the biofuel is purple but can be capsuled/canned but cannot be pumped into combustion engines. upon removing MFR all biofuel actions work as intended and it has reverted back to orange. it can be canned/capsuled and can also be pumped into combustion engines. MFR has therefore been removed on the little test server i put together so the question is which mod is causing the clash? it is a shame to lose MFR but without it the forestry biofuel works fine. i also tried to update MFR to 2.5.2 but the biofuel in the still can be capsuled/canned but is still purple and refuses to be pumped into a combustion engine.
As I replied to you on the Forestry topic, it's not an issue of them conflicting in the liquid dictionary, it's an id conflict. If forestry loads (before, or is it after?) Another mod that conflicts with it's ids, it'll just let it's ids be overwritten, replaced by the new ones.
I seem to be having a bug that makes it impossible to craft the wand of the adept. At the moment, I am not sure if it is all infusion alter recipes, but I'm suspicious that it may be.
I put down all the shards, in order, put the wand where it needs to be, put the other wand where it needs to be and throw in a few blaze rods into the crucible to get the essentia, but its not allowing me to craft. Any ideas as to why?
Sadly, no. I've been trying to convince KingLemming to do something about this so I don't have to.
All work on 1.4 ceased a long time ago, I'm sorry.
Sort of. It checks in a radius around the tree trunk, but it won't look for base plants behind itself. The leaves sometimes get left behind due to minecraft being minecraft, nothing to really worry about unless you absolutely must have that extra 0.05% efficiency.
Yeah. They were originally intended for AE quartz, but then vanilla quartz happened. I'm not sure what I want to do about that just yet.
Sludge boilers are intended as a cheap way of farming basic stuff - dirt and sand. They also produce clay, which MFR uses for a bunch of things and you may want a large quantity of (and it's a pain in the butt to find in the wild, usually). Comparing it to a mass fab is reasonable, but the sludge boiler's power draw is a drop in the ocean relative to that option.
Some people love them, some people hate them. There's a throttle in the config now so you can cripple them if you want.
Swap quartz and emerald. Emeralds are hard to get by mining, and finding an NPC village that's not mangled by terrain is hard as well.
Build 36 & 40 of EE still have same problem for me using FML 676:
(Summarized)
2013-04-30 10:54:20 [SEVERE] [ForgeModLoader] Caught exception from ElectricExpansion
java.lang.NullPointerException
at net.minecraft.item.ItemStack.<init>(ItemStack.java:70)
at electricexpansion.common.RecipeRegistery.crafting(RecipeRegistery.java:86)
at electricexpansion.common.ElectricExpansion.load(ElectricExpansion.java:265)
Also tried Galacticraft build 159 and get the same error from it as previous versions:
(also summarized)
10:57:08 [SEVERE] Encountered an unexpected exception NoSuchMethodError
java.lang.NoSuchMethodError: universalelectricity.prefab.CustomDamageSource.j()Lnet/minecraft/util/DamageSource;
at micdoodle8.mods.galacticraft.core.GalacticraftCore.<clinit>(GalacticraftCore.java:174)
EE isn't compatible with the newer versions of forge.
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Put the blocks around the cables, not the cables through the blocks.
Also, do the recipes for the blocks not show up in NEI on purpose?
Other than that, I LOVE MICROBLOCKS
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Ahh. Well, I'm an idiot, (relative to coding), so I really have no idea.
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Well, I didn't have a biofuel conflict w/MRF, but it was a conflict. It was with more swords, and ICBM, it thought the 1-shot sword was biofuel (the render was hilarious) and another sword was a tin biofuel can. As well as many other hilarious conflicts. All I did was change the sword's ids, and it worked. Maybe you should change the id's, and delete forge's liquid dictionary, it might fix it.
Edit: Ahh, i see, it was the liquid dictionary. All I had to do was change the ids, cause the swords weren't actually liquids.
Atomicstryker took over the mod, but powercrystals wanted it back, he's the original dev.
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Well, i have both running fine, so.......
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So you mean, like tabs, for NEI.
Well, if you put @then the name of the mod (as follows in the subsets tab- case sensitive), it'll come up with the stuff from the mod.
Like, @IC2 comes up w/all of the machines and things.
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Did you change the bucket ids, or the liquid? And, since MRF's stuff is placeable, it probably has more than one id.
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You'd have to list your mods, to know that.
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Same as any other ID conflict.
Umm, they released a public beta, on the 26th. Yup, they hid it in their IRC the entire time. Sneaky.
Oh, and from what i can tell about IC2 crops, (their wiki's all messed up, mainly cause of that strange hayo person.) when you harvest them, manually at lease, it goes back to the 1st stage of growth.
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As I replied to you on the Forestry topic, it's not an issue of them conflicting in the liquid dictionary, it's an id conflict. If forestry loads (before, or is it after?) Another mod that conflicts with it's ids, it'll just let it's ids be overwritten, replaced by the new ones.
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Are you using version 304C
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Swap quartz and emerald. Emeralds are hard to get by mining, and finding an NPC village that's not mangled by terrain is hard as well.
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Repeatable, on superflat, standard template.
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Strange. Maybe Calclavia fixed the null-pointer exception.....
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EE isn't compatible with the newer versions of forge.
Mekanism's gas system tries to use Galacticraft oxygen, Galacticraft instead causes Mekanism to conflict with itself. And thus, crash.