Quote from Random_Guy_32If you are honest, it's a tiny little change which effects gameplay in almost no regard...
Exactly. All it does is serve to annoy, so why introduce such a change at all? Change should be purposeful, with intentions on improving something. So now, however infrequently it's used, when I do go to right-click on a piece of immature wheat, instead of one right-click, I now have to do that SEVEN times (I understand it's not "balanced", the the seven figure will most likely be changed)! I don't understand why any change was necessary at all. Again, change should have a reason behind it, and I fail to see the goal here.
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I just tried to move/relocate a 24x12 chest with a cardboard box from Mekanism (Hermitcraft ModSauce 2 pack). I set the chest down a few blocks away, removed the box (shift right-click). The console said, in red letters, "You attempted something bad! :(", and the chest reverted to vanilla chest size, and a few thousand ingots went bye bye.
How do we "safely" move these chests? Any chance to make them like the Draconic Chest, from Draconic Evolution mod, where they keep their inventory when you break them/move them?
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For some reason, named mobs are no longer showing their names on the mini-map. Thaumcraft champion mobs, those named witches from Witchery (after I right-click on them the first time) and mobs that I put a name tag on would all show a label (with their name) on the mini-map in earlier versions of FTB Infinity. I'm now using the latest version of FTB Infinity (1.10.1) and this is no longer the case.
Does anybody know how to fix this to show named mobs on the mini-map again?
Edit: Was looking around, and noticed that apparently this was categorized as a "bug" and was fixed? Is there any way to revert to the old version? It was very convenient to see the named mobs on the map to track them down specifically for their goodie bags.
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I made the Unstable Shears with the Mobius ingots (ingots from pseudo-inversion sigil), and even though it has Reinforced X on it, it has a durability bar after I use it, meaning it appears that it WILL break, eventually.
Also, when using those unstable shears on Botania tall flowers, they do not work. They break the flower, but the flower is not put into inventory (acts as if you broke it with your fist).
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I could disable AOE safe mode, but it's still a dupe bug that isn't working as intended (at least I wouldn't assume so).
I'm using the FTB Infinity pack, 1.6.2, so the default versions of those mods in that modpack version.
I'm not complaining about the bug, just trying to bring it to the attention of whoever would need to know such a thing.
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I tried connecting it only to a jar (did that first), but it didn't pull any Herba from the jar, except when first connecting it (it always pulls 2).
I'm thinking maybe the lamp doesn't work with the Essence Berry Bushes. The agricarnation from Botania doesn't (though it used to). It will only work on things that can take bone meal (though it doesn't actually bone meal the items).
The Extra Utilities watering can definitely works, but you can't automate that (not the standard version).
I was just trying to accelerate my berry farm. I was hoping the lamp of growth would work, but I can't tell if it is or not.
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Any clue why my lamp isn't working in this setup? It appears to be "on", but the plants above it (TiC Essence Berry Bushes) don't seem to be affected by it. You'll see that the Lamp of Growth has zero suction for Herba. Oddly enough, when I first place the lamp of growth on top of those tubes, the lamp seems to take 2 points of Herba, but only then will it take anything. After that it never seems to take Herba any more.
Edit: Here's a picture I found online (from this page: http://ftbwiki.org/Lamp_of_Growth) that shows that the Lamp of Growth SHOULD have a 3D range (up and down, not just side to side):
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Just wanted to report a bug. I'm not sure if this is an Ender IO bug, or a Draconic Evolution bug. When using the Draconic Staff of Power (though I assume it works with any Draconic Mod pickaxe) on a vanilla MC spawner (tested on a spider spawner), with AE set to 3x3, and AOE safe mode 'true', I get a broken Ender IO spawner every time I hit the spawner, but the spawner doesn't actually break. I could, presumably, get an unlimited number of Ender IO broken spawners this way.
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Is this mod compatible with Minecraft versions 1.8 and later?
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Have you made a Mekanism configurator (it's Mekanism's version of a wrench)? I was having the same issue, and was ready to pull my hair out. I happened to watch a video about something else Mekanism related, and in it, the guy used a configurator, and I hadn't even heard of the thing. A couple clicks on the outport port of the salination plant fixed that.
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What was/is wrong with the Wither Farm? How was it not working "normally" ?
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Also, what modpacks currently include Practicalities? ModSauce is the only one I'm aware of.
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That doesn't seem to work for me. If I click an item, it shows me the item's recipe. I can click and drag an item from the NEI list and it appears on my cursor. When I click into my inventory, however, it disappears.
i believe I've turned cheat mode on and I still can't get it to work. I go into my inventory, then click the options button that appears. From there, the NEI options screen, I click the top button, "Inventory". In there I click the button that usually says "recipe mode" until it says cheat mode. After that, I still can't seem to get items from the NEI inventory screen.
About the /give command. In NEI, the Digital Miner from Mekanism is called exactly "Digital Miner 1881:4". I try typing /give @p Digital_Miner 1881:4, or /give @p Digital Miner 1881:4, and different variations of that, and nothing seems to work. I get the "There is no such item with ID ****" (or whatever ID I just entered).
Any other suggestions?
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It has NEI. Why do you ask?