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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Dlothar

    So I have finally narrowed down an issue with the grinder to Tinkers Construct. If I load TC the MFR Grinder will no longer pick up the leather from my cow farm, it just drops on the ground. If I remove TC, grinders work normally and everything ends up in the chest. Any chance you can explain to dMiyo what he is doing poorly. :)

    I have. Several times. It's going to get fixed at some point I can't say when. It also actually is getting the leather, TC is just spawning extra leather on the ground because it's ignoring the rules.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from AryuSyrius

    I appreciate it.

    It looks like somehow MFR's own rubber sapling doesn't exist. I.. don't really know how that's possible, and no work has been done on 1.4 in months. I'm not really sure what to tell you.

    Quote from Greylocke

    haha! True 'nuff. I've got 50+ mods running happily together, several with their own worldgen, and more than a few overlapping machine types. Choices? I got yer choices. Now I'm looking for stability. :)

    thanks for your great work! I really appreciate your quick responses. Don't know how you find time for all of it.

    I am literally a space wizard.

    Quote from Iaintsayin

    Powercrystals, when will you tweak the bioreactor and biofuel generator? Right now with Buildcraft + Forestry, I don't need anything but bioreactor and biofuel generators. They produce energy so fast, my factories can't even consume that fast.

    It needs to be nerfed.

    Pulse size will be configurable in 2.6. Amount per biofuel is still locked.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Yusunoha

    I am trying to make a mobspawner with a 1x1 dropshaft, but often it gets clogged up with too many mobs and the whole thing stops. a chronotyper would be perfect of taking the mobs from the spawning area, and transport them behind the chronotyper into a 1x1 dropshaft.
    it'd be even more perfect if the chronotyper could use a radius upgrade (to a certain degree ofcourse, no 25x25 mob spawner but more of a 9x9) so you won't even have to bother using water or conveyor belts to move them towards the chronotyper.

    Can't you just use conveyors to take them to the hole? Or am I missing something?

    And yeah, a 27x27 chronotyper would be kind of... silly. But I do see what you are trying to do and will think about it.

    Quote from Greylocke

    I cannot "make" Powercrystals do anything, nor would I try to. But I can ask. Who knows? It might actually fit into his long term design goals. It is not uncommon to split out classes that aren't highly interdependent. For example, look at what Powercrystals has already done with the 5 mods in the OP of this thread. Those 5 could have been just one massive mod. Instead he chose to break them apart, allowing the end user to decide which parts they want to use.

    Regarding why I asked, It is because I have in mind a server environment with many players. If I were to leave recipeless blocks in the game then each new player would at some point stumble across them, get frustrated trying to make the recipe work, waste time researching the recipe online, and then open a service ticket. Better to just make them disappear. Secondly, having redundant features in a game unnecessarily increases the occurrence of both incompatibility with other mods and exposure to bugs. Not good practice.

    For what it's worth, I talk with quite a few server owners and most enjoy having multiple ways for players to do things. Not saying you're wrong, but that viewpoint seems to be the minority.

    You could always remove the other mods instead ;)
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Yusunoha

    aawh, I hoped the chronotyper would also move mobs, but it doesn't :(

    Wait, why? Hostile mobs aren't ageable anyway. What are you trying to do?

    Quote from Revemohl

    The test I made was in the latest beta, so I guess it's still broken in there.
    Maybe it would be better to hold off trying to fix BoP compatibility though, because apparently the next version is going to break everything once again.

    Quote from Grydian

    I am using BoP 0.5.3 and the latest Beta of MFR 2.6.0 B1 -821 etc.. Just tested with BoP 0.5.2 and the Bio reactor is not taking any of the saplings from BoP. Its definately now working on my end and I am using the latest everything. I am also using forge 707 for optifine to work well. Any suggestions that I need to check on?

    Yeah reading up on the BoP forums it does apear a new update it about to be released that will break everything again so I would wait until that update before you worry about it. I hear FTB is switching to BoP so I am sure it will get worked out ;)

    Oh, good, I guess I should update my world once so when the next huge breaking update happens I'm set.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Grydian

    I just tested the latest beta versions of MFR, powercrstal core etc... It loads fine and everything is working. I also am using Biomes of plenty. I can use their saplings in a ferminter but not a bio reactor. I know they recently changed their IDs... Any chance you can fix this for MFR 2.6?

    Quote from Revemohl

    Could you add support for (the new) Biomes O' Plenty and DartCraft? Looks like there is a BoP Compatibility module, but maybe it broke with the 0.5.2 update.
    Natura's module isn't working 100% either. Darkwood and Fusewood saplings will grow with fertilizer, but the harvester ignores them. Maple, Silverbell, Amaranth, Tigerwood and Willow aren't even planted.


    BOP 0.5.2 should work with the beta MFRs. If it doesn't, tell me. As for dartcraft, not sure when we'll get to thatgoven that we already have a huge backlog.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from AryuSyrius

    I am trying to piece together a modpack and am having trouble getting IC2 and MFR to play nice. Both work just fine separately. Here are my details.

    Minecraft Server Version: 1.4.7

    Forge:
    Forge 6.6.0.497
    FML:
    FML v4.7.4.520

    Core:
    [1.4.6]TreeCapitator.Forge.1.4.6.r07.Uni.CoreMod
    CodeChickenCore 0.7.3
    NotEnoughItems 1.4.7.0
    PowerCrystalsCore-1.0.3-34

    Mods:
    [1.4.7]bspkrsCorev2.02
    BasicComponents_v1.2.6.339
    buildcraft-A-3.4.3
    ComputerCraft1.5
    dimensional-anchor-52.2.0
    DivineRPG-1.3.0.4
    ee3-universal-pre1e
    EnderStorage 1.4.1.2
    FlatBedrock-1.0.3-16
    immibis-core-52.4.6
    ironchest-universal-1.4.7-4.5.2.208 (1)
    liquid-xp-52.0.7
    MineFactoryReloaded-2.3.2-287
    nei_plugins-1.0.4.5a
    NEI_RedPowerPlugin 1.4.3.1
    NetherOres-2.0.6-33
    PowerConverters-2.2.2-29
    RedPowerCompat-2.0pr6
    RedPowerCore-2.0pr6
    RedPowerDigital-2.0pr6
    RedPowerMechanical-2.0pr6
    Rotten Flesh to Leather - Forge 1.4.6


    And I am trying to use IC2 version
    industrialcraft-2_1.115.231-lf

    Crashlog can be found here:
    http://pastebin.com/hJMXMZkr

    Any ideas?


    Wow, it blew up trying to set up vanilla farm stuff. That isn't supposed to happen. I'll take a look at this tomorrow, I don't have the time to track down the 1.4.7 version of that file in our github tonight.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Greylocke

    Totally understand. Just asking. I didn't see a place in the config to turn off the recipes and worldgen, but I'll take another look. It was late and I very likely could have missed it.

    ... and that was "snappy" as in "quick". :) Thanks for the cool mod and your consistent support!

    edit:
    Found the applicable sections of the config. I've removed the recipes but the blocks still show up in NEI... just with no recipe. So.. sort of a solution. I suppose there's no way to make certain machines just not register at all? (Short of recompiling the jar, of course)


    There isn't really a way to shut off "sub" blocks, only per block ID, and.. there has never been a reason for me to support even that, for the above reasons. It's not like we're low on IDs.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from viiml

    Hey PowerCrystals, you should probably know that now there IS a steam furnace! http://railcraft.wikispaces.com/Steam Oven (Device) and it takes 889 mB of steam for 1 smelted item, at maximum efficiency.

    I am not sure what this is in reference to.

    Quote from Greylocke

    Awww... the way you've kept the code very modular, it looks like it'd be fairly easy to do, and I'm sure a lot of people would appreciate having the option.
    But whatevs, it is your mod! Thanks for the snappy answer!

    ... is that 'snappy' as in quick or as in 'mean'?

    But I don't want to do that because it's only useful for people who don't want to use certain things I've made. You can already turn off some or all of the recipes in MFR anyway.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Greylocke

    would you consider splitting out the Rednet stuff into a separate mod? I really like how you've done redstone wiring, but the rest of MFR has a lot of overlap with other mods in my modpack.

    No.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from ken_cinder



    Yes, universal chargers are not working standing on them, use a chest beside it for now and put items inside to charge.

    Yeah. I need to fix this along with the UE crap. Hopefully this weekend...
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Duke 2.0

    Are the precharger lasers on the Laser Drill limited to a single space away due to performance issues, or a design decision? I'd like to have a long horizontal laser conduit beaming through a base to the drill like a driveshaft of light. This could even offer a way to change the color of the laser by placing tinted glass in the way of the prechargers. Or extending it even further, assigning ores to different colors so you can specify a focus for the drill, say having a red tinted laser increase the chance of getting iron ore.

    Not even caring about the mechanical effect here, It'll probably look cool.

    Design choice but performance too. I like the idea of a color focus though, hmm...

    Quote from Lfty

    Found a huge bug with Infernal Mobs + your grinder: if there is a rare mob with armor he wont be killed when he has the affix "bulwark" (takes less damage) so the grinder thinks he kills the mob and drops even the armor he wear it but the mob is still alive because of bulwark and regen. Its a rare bug but if that happens, you can hava endless loot :/

    Could you add something to "block" these entities or to kill them with a lot of damage.

    Bulwark description: Mobs with that affix becomes 50% less damage.
    Regen description: Mobs will regenerate his life per sec.

    Ugh, of course. I think I'll just make the grinder deal two billion damage and anything that survives that hit is probably beynd my help.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from dakamojo

    I had an idea that might fit the MFR theme. How about electric fence? it has the same hit box of a fence, but slightly repels mobs so that they can't get within half a block of the fence.

    My problem with this is just that I don't want to spend effort fixing an issue that Mojang will (hopefully?) fix on their end.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Lfty

    I dont know but I think I asked that a few days before. Could you maybe add support for the Better World mod? He added a lot of grow stuff like tea, corn, grapes etc. :P ? Its the third mod called: Betterworld Plants & Food. Would be awesome so see this working with your mod!

    I'll file an issue on our tracker for it but don't hold your breath. You could always ask them to support MFR too!

    Quote from dakamojo

    What's the best way to keep the cows in the pen? I know this is a vanilla problem, but I figure MFR people deal with it more. I typically build my pens with a 7x7 square made of of fence, and on the outside of that a 9x9 square of some solid block, in this case whitestone bricks. However, when the area gets reloaded, I often find a cow outside the pen. If I make it two layers of solid blocks, I'm pretty sure that cows will get stuck in the wall and suffocate.

    What's the best solution?

    I haven't had much luck here myself, actually. Ensuring the walls are solid (and at least two thick) seems to help somewhat..

    Quote from ramdor

    Anyone having issues getting FZ power with a factorization producer? The gui shows 'no link' although the output face turns green when a lead wire is attached and run to a battery or furnace heater.

    Factorization 0.7.37
    PowerCrystalsCore-1.1.6-107
    PowerConverters-2.3.0-54

    Did you put the FZ wire down first? It seems to matter for some reason I haven't figured out.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from FSMAcolyte

    What?

    Yeah. King Lemming completely rewrote the liquids system in a way that is far nicer to work with and gets rid of a bunch of kludges that were only ever used by a few mods.

    Quote from Yusunoha

    is it possible to use the grinder to only kill the mobs and collect the drops, but not the XP, so another mod like misc pheripherals or Liquid XP can collect the XP instead?

    No, but those mods are free to add a way to import mob essence liquid.

    Quote from fma223

    Can u update the forge please

    I don't understand what you're asking.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from bogatyr_n

    I'd really love to see more things to do with sewage. I saw a suggestion a while back that seemed interesting: biogas. The composter could also produce biogas as a secondary output of the industrial fertilizer process in a 4:1 ratio. That could then get pumped into a GregTech gas turbine as a methane equivalent, or burned in some other fashion (condensed?) to produce energy for other mods.

    The main thing is I don't want to add something as a mechanic that only exists in another mod.

    Quote from Andre4534

    Couldn't be made so that UE producer and consumer are chosen to be added via config file? like maybe "Use UE mod = true"

    I yelled at calclavia yesterday about this and apparently there is some random value in the UE API that will "probably" work. That still leaves me to figure out what to do for the recipes, though.

    Quote from Ako_the_Builder

    Hey PC (and team), love all your mods, thanks for all your hard work, really looking forward to using rednet when I move to 1.5.

    I have a small mfr suggestion I hope you may consider:

    I like tidy builds and some of the mfr stuff doesn't help this due to their placement requirement (harvesters, grinders etc) and the amount of connections required (power, item and liquid (and in some cases redstone) on a grinder for example).

    Would some kind of connector/extender blocks be possible that you could place under your mfr machines and then attach the required pipes to the connector/extender instead of having to place them directly onto the machine (sort of like the SC2 distributor that attaches to a manager).

    Anyhoo, no worries if this idea sucks or is more work than it's worth just thought I'd mention it to see what you thought. Keep up the good work :)

    I have no issues making tidy-looking farms but I stack mine vertically. The extender thing is an interesting idea, but I don't think it's worth my effort right now.

    Quote from FSMAcolyte

    Could you maybe integrate DiamondBuckets to work with MFR stuff, please?

    http://www.minecraftforum.net/topic/1466881-

    I'm not sure I can do this on my side, and since liquids are being entirely redone in 1.6 anyway..

    Quote from quintine

    Seriously cheers for such a great mod and going to the extra lengths to provide support and features to things you may not use yourself. :)

    The only issue is that as above, sometimes we don't know when they break :P
    Posted in: Minecraft Mods
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