I would like to have blocks on my server that are destroyed by explosions drop a different block item when destroyed by explosions, I know this is possible through modding, but I would like to accomplish this through command blocks as I am doing this on a realms server.
IE: Cobble -> Gravel -> Sand
I have done an extensive amount of searching this morning, and am having trouble finding ways to detect explosion events using command blocks. I know I can detect the existence of a primed TNT entity, but I am unsure of how to detect the blocks it will effect with its explosion, additionally, I would like to have explosions caused by creepers, withers, etc affect blocks in this way as well.
Is there any easy way to move the celestial prism/black aurem? Picks with silk touch don't even work. Or is this intended to make us think harder about where we build them? :-P
I too have experience this problem with recipes from the Blood Magic mod, it duped my weak blood orb! I was using a recipe that gave the blood orb back to me, as most of them do, and I was holding down shift to claim the item. It put one back in my inventory and left one on the workbench.
I have the same problem. From what I hear, healing has been nerfed pretty hardcore and there is a cooldown for healing effects. So if you apply both effects at the same time, only the first will stick.
That is only here-say though. I haven't been able to get both things to happen together at the same time either.
This has not been the case in any of my attempts. I always need to shift click the obelisk/battery, then click on each conduit in order along the path then finally the target.
Also it's only the conduits that specify a 10 block range, I'm pretty sure batteries at least have something more like a 15-20 block range.
Ah, you are correct about the conduits. :-) Haven't tried the batteries yet though.
Sorry, but i repeat my question: how can turn off MooMooFarm dimension? It is created at the beginning of the game and hanging in memory without an option to unload. This is somewhat annoying.
You can prevent the biome from spawning by adding its id to the list of things not allowed in worldgen in the AM2 config file. I can't seem to find a way to explicitly disable it though.
Had this same problem last night, you need a crystal wrench to link the obelisk to other devices. Just rt click the device then the obelisk, and it should link.
If they are more than 10 blocks apart, you need to build and etherium conduit. You do not need to link conduits. They just extend the energy pathfinding so it can reach your target device.
That makes perfect sense, if there is a cool down, then that would explain a lot! I will have to continue testing with other effects to see if they behave as expected. Good thing I am testing all of this in creative first. :-P
To add to your answer on the chalk and obelisks, you can also now upgrade the obelisk by drawing a hollow 3X3 square with wizard's chalk around the obelisk after you set it down, in addition to the stone brick with chiseled stone capped pillars. I know my compendium said there was a chalk upgrade, but it wasn't displaying properly on my desktop, it wasn't until I played on my laptop that I saw what they meant and was able to add it to my setup.
I am unsure if this is a bug, or if I am doing this wrong, but I am trying to make a simple self heal regen spell, and it is not behaving as expected. When I make a self-heal-regeneration spell, it only heals me. If I make a self-regeneration-heal spell, it only regenerates me.
To make things more confusing. If I make a self-healing-regeneration, it heals me half a heart and regenerates, but then if I make a projectile-healing-regeneration; or a projectile-regeneration-healing, it only ever heals or regenerates.
I really enjoy this mod, but it appears not to be very friendly with certain mod helmets. When I try to wear the horned helms from the farlanders mod, the horns do not display, and it appears the helmet is too small.
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IE: Cobble -> Gravel -> Sand
I have done an extensive amount of searching this morning, and am having trouble finding ways to detect explosion events using command blocks. I know I can detect the existence of a primed TNT entity, but I am unsure of how to detect the blocks it will effect with its explosion, additionally, I would like to have explosions caused by creepers, withers, etc affect blocks in this way as well.
Is such a thing possible? If so, how?
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That is only here-say though. I haven't been able to get both things to happen together at the same time either.
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Ah, you are correct about the conduits. :-) Haven't tried the batteries yet though.
You can prevent the biome from spawning by adding its id to the list of things not allowed in worldgen in the AM2 config file. I can't seem to find a way to explicitly disable it though.
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If they are more than 10 blocks apart, you need to build and etherium conduit. You do not need to link conduits. They just extend the energy pathfinding so it can reach your target device.
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To add to your answer on the chalk and obelisks, you can also now upgrade the obelisk by drawing a hollow 3X3 square with wizard's chalk around the obelisk after you set it down, in addition to the stone brick with chiseled stone capped pillars. I know my compendium said there was a chalk upgrade, but it wasn't displaying properly on my desktop, it wasn't until I played on my laptop that I saw what they meant and was able to add it to my setup.
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To make things more confusing. If I make a self-healing-regeneration, it heals me half a heart and regenerates, but then if I make a projectile-healing-regeneration; or a projectile-regeneration-healing, it only ever heals or regenerates.
Here is what I put in my shape box
[Self] [empty]
[empty][empty]
And in the components bar:
Heal, Regeneration.
Am I doing something wrong? Or is this a bug?
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Is there any way I can fix this?