Hey, I love this mod, it makes everything look so good! I particularly enjoy the banisters; something I find myself often finding great uses for!
I do have one suggestion I'd like to make though, though mostly just a convenience thing: it'd be really nice if we could "reverse" the recipes, such as say, five fancy balustrades can be made a single block again, or three corner slopes two full blocks again, etc. Otherwise it's easy to end up with loads of junk lying around if you change your mind with a build...
If someone still play with version 1.7.10, did nuchaz disable the furniture panaler? I can't place any items on the left side. Blocks are no problem. I try it with v1.11.4 and v1.11.5
I don't believe you're meant to place anything other than blocks on the left side.
First is that when DragonAPI and Minefantasy 2 are installed together, Endermen become impossible to hit. Not as a result of teleporting, but that they simply stop interacting with direct player damage; punching them, hitting them with swords, etc., does nothing, though environmental damage still seems to affect them (fire, water). Unfortunately it doesn't seem to create any console messages or errors in conjunction with this. I'm unsure which mod is causing a problem, but I've let the other author know.
The other is a crash when looking up a recipe in NEI when Thaumic Tinkerer is installed alongside Chromaticraft. Here's the crash report:
Alright, the crash with Thaumic Tinkerer happens when Kami is disabled! (Thanks Zsashas for making me think about what could be different with my configuration, haha)
First is that when DragonAPI and Minefantasy 2 are installed together, Endermen become impossible to hit. Not as a result of teleporting, but that they simply stop interacting with direct player damage; punching them, hitting them with swords, etc., does nothing, though environmental damage still seems to affect them (fire, water). Unfortunately it doesn't seem to create any console messages or errors in conjunction with this. I'm unsure which mod is causing a problem, but I've let the other author know.
The other is a crash when looking up a recipe in NEI when Thaumic Tinkerer is installed alongside Chromaticraft. Here's the crash report:
I wonder if changing the throw chance to 0 might also fix part of the enderman problem you're having if it's somehow not just affecting the minotaurs?
The throwing isn't a big deal since that's only, very rarely, when they're spawned with the summon command, and just thought it was a curiosity which might help diagnosis. It wouldn't matter if this was never changed since otherwise they behave as normal endermen; the problem is only that they can't be hit.
i'll look over it again, kind of relying on the system to automatically set the tier when it sees the bar in its inventory. since their all the same recipe.
Thanks!
So, for a while now I've been finding that the Endermen in my personal modpack were impossible to hit, and now, I've narrowed it down to just MF2 and DragonAPI (v16d). When installed together, Endermen become impossible to directly damage, simply shaking a little bit but otherwise not responding to the hit. Upon spawning them with the summon command I also sometimes seem to get thrown by them and inflicted with potion effects, which makes it feel as though it'd be some kind of mob ID conflict (if any of your mobs have that behaviour and might help you decipher it), though after that they behave just like regular Endermen besides not being able to be hit (and that thing rarely happens to begin with).
You mean the ingot to bar recipes? because their designed to be without tiers just to avoid having to upgrade if you want to store bars. But the tool recipes should still be the same.
salvaging does have a little problem there. Nails and rivets did that too. it may be the naming of the tiers, id have to dig into it.
It seems as though many anvil recipes have lost their tiering; displaying a required tier of 0. I thought it had something to do with the bars, but some recipes with bars have the tiering still, while others don't. Of what I've tried, most basic tools and weapons can now be forged with any tier of hammer or anvil, such as pickaxes, axes, hoes, shovels, swords, daggers and hammers. Some, like tongs, however, have kept their tier requirements. Hope this helps!
Hey AP, I've found that with the new bars, the tier-locking of forge recipes has broken; it seems any material item can be forged with any tier of hammer, on any tier of anvil.
I'm also finding that (at least some) planks have different casing in their material NBT data depending on whether they were crafted or recovered by salvaging, meaning they couldn't stack...!
But thanks for the mattocks and roads, and lumber axes, and I really like the new tree leaf textures!
EDIT: Can someone perhaps point me to the file where I can see what research unlocks what technology, assuming one exists? I took a quick look through the jar but I couldn't find what I was looking for. I need to know so if my players get stuck, I can help them. I have tried all day to find all 4 items to unlock the Furnace, and I can only find 2/4. I don't want to give anything away about the mod or how to progress, but if someone knows and wants to PM it to me, that would work as well. But really, being able to view all the research and what it leads to would help a lot.
If you have NEI Integration, you can set it, in its config, to show ore dictionary entries that blocks/items have on them, which MF2 uses for its research system. That then works basically as a cheat sheet for what items are used to unlock what entries (all ore dictionary entries that begin with "Artefact-" are MF2's research ones).
True for the Mastery tab only. I can't click on any skills from any of the other tabs.
The other ones don't need to be clicked on; you put items in the research table and research those; if they're the right items, then they'll start filling up a progress bar, and at the end it'll tell you what that item started working towards and how many items are still needed to unlock that entry. I do believe the entry for "research" now explains this, if you've not given it another check!
To give more detail on the Mastery skill purchasing bug; whereas before they weren't even able to be clicked, they're able to be clicked now, but when you press "purchase", nothing actually happens. Hope that helps
If you go into "CreatureType.cfg" and, in "Spawn Tag" for each category you put "lgcy.dimension(0)" (where the "0" is whatever the dimension number is, and also remember to separate this whole thing from anything else in that list, if need-be, by two pipes; ||), you can prevent spawning in that dimension; however, I don't know whether this will end up with it working how you want it to, or whether it'll just mean nothing at all is spawned there. I would think this would rely on Tropicraft bypassing JAS's spawnlist clearing, whether by the clearing not happening in its dimension at all or it doing its own thing like Mo' Creatures does. But if its assets aren't being recognised correctly by JAS anyway, then its sounds like this shouldn't be a problem?
But it might be worth giving a try anyway; hope it helps
As i wrote - U feature is not working AFTER i add ChC to mods. In meantime im not chaning any keybinds, or maybe ChC is doing this silently. Im trying to solve this for few months, today i was forced to reinstall everything - lately my MC got crazy and crashed alot, ech day more frequently. Now, after more than half day, im softly altering configs, then modyfing keybinds and my work should be done. However i wish to have ChC and item usage check from NEI.
Edit: Checked keybinds - U isnt binded to anything, however using U when mouse points eg. gold ore causing permanent hang. Trying without Chc again....
Edit2: And checked, without ChC all things works fine, items from all mods gives item usage; with ChC just hangs... and be smart now what is going on...
I've been having crashes with looking up recipes (r) personally. Posting crash reports is helpful.
Mastery should still be purchasable from clicking them. so should any with 0 clues
also world gen for the underground crucibles are more concerned with finding a proper cliff face and don't actually assess block types. so they can generate in stone, sand, dirt, nether, etc.
There we go, found an identifier for dimensions for world gen, should be able to get it to tell the difference.
0
Hey, I love this mod, it makes everything look so good! I particularly enjoy the banisters; something I find myself often finding great uses for!
I do have one suggestion I'd like to make though, though mostly just a convenience thing: it'd be really nice if we could "reverse" the recipes, such as say, five fancy balustrades can be made a single block again, or three corner slopes two full blocks again, etc. Otherwise it's easy to end up with loads of junk lying around if you change your mind with a build...
This is a really cool mod though; keep it up!
0
I don't believe you're meant to place anything other than blocks on the left side.
0
Does this have anything to do with Minefantasy? Perhaps you'd be better off looking into making your own mob mod?
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Alright, the crash with Thaumic Tinkerer happens when Kami is disabled! (Thanks Zsashas for making me think about what could be different with my configuration, haha)
0
Any recipe, it seemed. Hmm.
0
Hey Reika, I have two inter-mod bugs to report:
First is that when DragonAPI and Minefantasy 2 are installed together, Endermen become impossible to hit. Not as a result of teleporting, but that they simply stop interacting with direct player damage; punching them, hitting them with swords, etc., does nothing, though environmental damage still seems to affect them (fire, water). Unfortunately it doesn't seem to create any console messages or errors in conjunction with this. I'm unsure which mod is causing a problem, but I've let the other author know.
The other is a crash when looking up a recipe in NEI when Thaumic Tinkerer is installed alongside Chromaticraft. Here's the crash report:
http://pastebin.com/q6ZkDpsw
If you need any more info on these let me know!
Thanks very much!
0
The throwing isn't a big deal since that's only, very rarely, when they're spawned with the summon command, and just thought it was a curiosity which might help diagnosis. It wouldn't matter if this was never changed since otherwise they behave as normal endermen; the problem is only that they can't be hit.
0
Thanks!
So, for a while now I've been finding that the Endermen in my personal modpack were impossible to hit, and now, I've narrowed it down to just MF2 and DragonAPI (v16d). When installed together, Endermen become impossible to directly damage, simply shaking a little bit but otherwise not responding to the hit. Upon spawning them with the summon command I also sometimes seem to get thrown by them and inflicted with potion effects, which makes it feel as though it'd be some kind of mob ID conflict (if any of your mobs have that behaviour and might help you decipher it), though after that they behave just like regular Endermen besides not being able to be hit (and that thing rarely happens to begin with).
Hope this isn't to complicated, heh.
0
It seems as though many anvil recipes have lost their tiering; displaying a required tier of 0. I thought it had something to do with the bars, but some recipes with bars have the tiering still, while others don't. Of what I've tried, most basic tools and weapons can now be forged with any tier of hammer or anvil, such as pickaxes, axes, hoes, shovels, swords, daggers and hammers. Some, like tongs, however, have kept their tier requirements. Hope this helps!
0
Hey AP, I've found that with the new bars, the tier-locking of forge recipes has broken; it seems any material item can be forged with any tier of hammer, on any tier of anvil.
I'm also finding that (at least some) planks have different casing in their material NBT data depending on whether they were crafted or recovered by salvaging, meaning they couldn't stack...!
But thanks for the mattocks and roads, and lumber axes, and I really like the new tree leaf textures!
If you have NEI Integration, you can set it, in its config, to show ore dictionary entries that blocks/items have on them, which MF2 uses for its research system. That then works basically as a cheat sheet for what items are used to unlock what entries (all ore dictionary entries that begin with "Artefact-" are MF2's research ones).
0
The other ones don't need to be clicked on; you put items in the research table and research those; if they're the right items, then they'll start filling up a progress bar, and at the end it'll tell you what that item started working towards and how many items are still needed to unlock that entry. I do believe the entry for "research" now explains this, if you've not given it another check!
0
To give more detail on the Mastery skill purchasing bug; whereas before they weren't even able to be clicked, they're able to be clicked now, but when you press "purchase", nothing actually happens. Hope that helps
0
BlocklockCity:
If you go into "CreatureType.cfg" and, in "Spawn Tag" for each category you put "lgcy.dimension(0)" (where the "0" is whatever the dimension number is, and also remember to separate this whole thing from anything else in that list, if need-be, by two pipes; ||), you can prevent spawning in that dimension; however, I don't know whether this will end up with it working how you want it to, or whether it'll just mean nothing at all is spawned there. I would think this would rely on Tropicraft bypassing JAS's spawnlist clearing, whether by the clearing not happening in its dimension at all or it doing its own thing like Mo' Creatures does. But if its assets aren't being recognised correctly by JAS anyway, then its sounds like this shouldn't be a problem?
But it might be worth giving a try anyway; hope it helps
0
I've been having crashes with looking up recipes (r) personally. Posting crash reports is helpful.
1
Clicking seems to do nothing right now
And, great to hear!