Can I have the source from the most recent version of the EE2 source code? Specifically this version:
I want to be able to update EE2 for a custom tekkit server that I am going to be hosting that is going to be compatible with the latest version of minecraft.
I hope that the development of ee3 continue, ee2 was one THE MODS, I hope anyway ee2 was converted to actual mc. I love ee2 I think if noone convert the mod, maybe someone in the future is goind to do a similar mod. Actually magical crops is different but similar...in ee at the end with the condensers and the transmuted table you can get free objects only waiting... and in magical crops you can create farms of the most minecraft vanilla materials... so I think can be a good idea to have an updated version ee2 and ee3 like an evolution of the mod.
Someone is eventually bound to make an EE2-like mod. *Eventually*.
RE Dodge34: At least it isn't crashing for you. So, no placed blocks will transmute, but inventory transmutation works? This sounds like something is definitely interfering with the stone recognizing the block... or changing the block. Two things:
1. Give us a list of your mods, we may be able to determine likely candadits.
2. Load the game, enter a new world with cheats, spawn a stone, right click something (that should transmute), quit the game, past your forge log here. -don't do anything else or it will basically spam with additional information, we just need to see if ANY text is being reported when you try to use the stone-
The answer's likely going to be no. I basically asked this a while ago and that's the reply I got... it's also stated in the OP...
Just got an idea for listing the mods, I took screenshots of the mods and coremods folder of my server:
Server Mods folder :
Server Coremods folder :
I've tested this in SSP mode, will post a log shortly but it didn't work there either, only the crafting transmutation recipe works #1.
Someone is eventually bound to make an EE2-like mod. *Eventually*.
EE3 DEVELOPMENT:
Moar backend dynEMC work, etc.
At the moment there is mods with similar transmutation tables, maybe is not a copy of the mod but more or less is similar way with system of energy storage, check the mod Minor Alchemy, Simple Transmutation so is not to strange my idea no?
At the moment there is mods with similar transmutation tables, maybe is not a copy of the mod but more or less is similar way with system of energy storage, check the mod Minor Alchemy, Simple Transmutation so is not to strange my idea no?
Your idea isn't that strange. Someone, at some point, may remake EE2. But it won't be using any of the code from the original EE2 and it won't be done by either of the two developers of EE2; it will be a completely independent project that is either reverse engineering EE2 or simply coding things 'like' EE2.
EE2, as it was, is dead. Neither of the developers want to work on it and therefore they won't. If someone else wanted to recreate it, they could, but they wouldn't get any help from the original developers (unless either one somehow decided that they wanted to) and the source code of EE2 is locked, it is not available for use or modification.
So, yes, other can, and as you point out, are making things from EE2... but no one has yet to make a recreation of EE2 as a whole.
Just got an idea for listing the mods, I took screenshots of the mods and coremods folder of my server:
<snip>
I've tested this in SSP mode, will post a log shortly but it didn't work there either, only the crafting transmutation recipe works #1.
I'm fairly sure that you can get a text based list of mods from Forge... certainly they are listed in the Forge log generated each time Minecraft runs (somewhere around the beginning... you may have to do a little text editing). You could also tell us which 'mod pack' you are initially using and then just what mods you've added and/or removed (that is, assuming you started with a mod pack).
don't know what are you trying to do but.. use the coble in your inventory + minium stone in a crafting grid to transmute it, also, in the world it should transmute grass, dirt, sand or cobblestone to each other, also, if you hold the minium stone you can see the red ball in the right corner (if i'm wrong it's the default side) and if you press "G" it will show the other items wich can be transmuted, for example:
cobblestone to => dirt
or, pressing "G"
cobblestone to => sand
(or vice versa)
for the mod list i suggest a screen capture of the mods folder and the coremods too (if you have any)
Does anyone know whether or not transmutation by this method is supposed to wear out the minium stone? Many online sources say no, but it does for me.
Your idea isn't that strange. Someone, at some point, may remake EE2. But it won't be using any of the code from the original EE2 and it won't be done by either of the two developers of EE2; it will be a completely independent project that is either reverse engineering EE2 or simply coding things 'like' EE2.
EE2, as it was, is dead. Neither of the developers want to work on it and therefore they won't. If someone else wanted to recreate it, they could, but they wouldn't get any help from the original developers (unless either one somehow decided that they wanted to) and the source code of EE2 is locked, it is not available for use or modification.
So, yes, other can, and as you point out, are making things from EE2... but no one has yet to make a recreation of EE2 as a whole.
EDIT: Also:
I'm fairly sure that you can get a text based list of mods from Forge... certainly they are listed in the Forge log generated each time Minecraft runs (somewhere around the beginning... you may have to do a little text editing). You could also tell us which 'mod pack' you are initially using and then just what mods you've added and/or removed (that is, assuming you started with a mod pack).
Not sure if you've read the whole conversation here but I've stated I think 2 times that my basic modpack is DNS TechPack which I removed some stuff and added some stuff (like Mystcraft that isn't there because the author doesn't allow it in the DNS Techpack, same thing for Thaumcraft 3 if I'm right.
I also posted screenshots of the mods I use, it was the closest thing I've found that isn't fully loaded with so much stuff (crash logs and such are so fully loaded with unrelated stuff)
you should mention any modding programs you use in the E.A.Q. part about how to get started modding and if the program is not free maybe recommend some that are. this would probably be an awesome addition to your answer there and I am interested to find out. ps this is if you can change it without too much hassle otherwise I would still like to know a good program.
you should mention any modding programs you use in the E.A.Q. part about how to get started modding and if the program is not free maybe recommend some that are. this would probably be an awesome addition to your answer there and I am interested to find out. ps this is if you can change it without too much hassle otherwise I would still like to know a good program.
Not sure if you've read the whole conversation here but I've stated I think 2 times that my basic modpack is DNS TechPack which I removed some stuff and added some stuff (like Mystcraft that isn't there because the author doesn't allow it in the DNS Techpack, same thing for Thaumcraft 3 if I'm right.
I also posted screenshots of the mods I use, it was the closest thing I've found that isn't fully loaded with so much stuff (crash logs and such are so fully loaded with unrelated stuff)
Update your EE3 to pre1h. Before you report a bug please ensure you are running the latest verison of the mod, and check the changelog. This bug has been fixed for weeks.
Update your EE3 to pre1h. Before you report a bug please ensure you are running the latest verison of the mod, and check the changelog. This bug has been fixed for weeks.
I have Pre1h-16 currently just checked this out, perhaps there's small changes in the build that I'm not aware off, will try to update this evening and report any change although I'm quite sure its the latest one I have according to your OP of this thread.
Not sure if you've read the whole conversation here but I've stated I think 2 times that my basic modpack is DNS TechPack which I removed some stuff and added some stuff (like Mystcraft that isn't there because the author doesn't allow it in the DNS Techpack, same thing for Thaumcraft 3 if I'm right.
I also posted screenshots of the mods I use, it was the closest thing I've found that isn't fully loaded with so much stuff (crash logs and such are so fully loaded with unrelated stuff)
Pardon my memory... You likely did say what mod pack...
The Forge log is not exactly an error log, as it contains additional information that the vanilla error log does not. Yes, showing a screen shot of your mods folder and core mods folder typically works, but I've noticed that some mod packs don't have the edition numbers for specific mods (just the name), while the Forge log does. Here is an example of the text I am thinking of:
<loading Minecraft Feed the Beast to get clean log>
Ok, so I was wrong... It must be in the Vanilla Minecraft error logs... So, just ignore me.
I know a lot of people have probably asked this, but when are objects similar to condensors coming back into the game?
I think condensors and collectors should be brought back, but they should be seriously hard to get.
Anyway, great work! EE is my favourite mod by far. Can't wait to see new machines and tools!
I agree that some form of condensers would be nice, but I think it shouldn't be free like in EE2, like using some form of energy to condense the stuff (EU/MJ or similar) that way it would be less overpowered.
Pardon my memory... You likely did say what mod pack...
The Forge log is not exactly an error log, as it contains additional information that the vanilla error log does not. Yes, showing a screen shot of your mods folder and core mods folder typically works, but I've noticed that some mod packs don't have the edition numbers for specific mods (just the name), while the Forge log does. Here is an example of the text I am thinking of:
<loading Minecraft Feed the Beast to get clean log>
Ok, so I was wrong... It must be in the Vanilla Minecraft error logs... So, just ignore me.
For my problems, I'll try something later that I should have done before, perhaps just recreate the config file by erasing it in the config folder, there's so much stuff that have changed, perhaps something in the config file is causing problems. But I need to note the IDs and assign them back exactly to what they are on my server too.
I can't find the answer to this anywhere, so please don't scoff at me, but what does the glass bell do?
It's the top of the Aludel. When that gets functionality, you'll need to put the Glass Bell on top of it. Of course, you could just place it in the world and use it to store items (such as light sources, which are emitted from the Glass Bell.)
I agree that some form of condensers would be nice, but I think it shouldn't be free like in EE2, like using some form of energy to condense the stuff (EU/MJ or similar) that way it would be less overpowered.
For my problems, I'll try something later that I should have done before, perhaps just recreate the config file by erasing it in the config folder, there's so much stuff that have changed, perhaps something in the config file is causing problems. But I need to note the IDs and assign them back exactly to what they are on my server too.
Do not simply delete the files. Copy them elsewhere so that you have them to reference. Once you've made the changes to the 'new' files then you can remove them.
Suggestion: Select all (or the ones you want to remove) files -> Cut (Ctrl-X) -> Make new folder (Right click, new folder) -> Go into folder (double click) -> Paste (Ctrl-V) -> Launch Minecraft
You'll obviously have errors because recreating the config files will reinstate their default values, which likely have conflicts with other mods, so you'll have to deal with that. While, uh, ID Resolver has NOT been updated to 1.5.2, there are still a number of suggestions for alternative means to get a similar result in the thread (and descriptions on how to do it, if not full tutorials). But, having pasted the files into 'New Folder' you should be able to fairly easily get rid of most conflicts by simply copy/pasting the ID values from the old files to the new.
Do not simply delete the files. Copy them elsewhere so that you have them to reference. Once you've made the changes to the 'new' files then you can remove them.
Suggestion: Select all (or the ones you want to remove) files -> Cut (Ctrl-X) -> Make new folder (Right click, new folder) -> Go into folder (double click) -> Paste (Ctrl-V) -> Launch Minecraft
You'll obviously have errors because recreating the config files will reinstate their default values, which likely have conflicts with other mods, so you'll have to deal with that. While, uh, ID Resolver has NOT been updated to 1.5.2, there are still a number of suggestions for alternative means to get a similar result in the thread (and descriptions on how to do it, if not full tutorials). But, having pasted the files into 'New Folder' you should be able to fairly easily get rid of most conflicts by simply copy/pasting the ID values from the old files to the new.
Actually tried this out, usually when I delete a file or folder I might need later, I simply right click it and zip it up (or rar it up in my case) I keep them in a separate folder called backups, you never know what you could delete and loose forever, I've lost the important config files for my old tekkit 1.2.5 server, now I'm stuck with an awesome map that we took 5 months to build that is now useless because I don't have the config files (and they are not the same as the real tekkit, some of them are and most aren't I'll say)
For the IDs, lets just say I have a lot of experience with that, my first pack in 1.4.2 ( I followed and updated it all the way to 1.4.7 too) was done before any FTB was released so I had to dig out all of the mods and assign them IDs that weren't already taken, thanks to NEI for the ID Dump functions, it helps a lot, also thanks for MultiMC, you can create a copy of an instance for testing purpose, makes it a breeze to test stuff out...
Anyways, it didn't fix my problem either, the minium stone is totally useless, but I think I might know why, not sure if Thaumcraft 3 could have locked the function somehow because of his wand of equal trade, will test this out pretty soon (maybe in 10 minutes, or tomorrow around 11:30am GMT-5)
Yes, we have a winner, just found out by testing for hours removing mods, adding some, and I've found the culprit, its officially...
[1.5.2] CustomSelectionBox v1.0 by TeNNoX
I'm really surprised its this one seriously, don't know what a custom selection box could do to the Minium Stone but once its out, it works like intended even on my server, you could never had found this by my mod list either because I used the server modlist and not the client which includes some mods that are usually cosmetics and client sided only that I didn't think could affect anything but in this case I'm 100% positive its the culprit.
See OP. In other words, http://no.pe
Someone is eventually bound to make an EE2-like mod. *Eventually*.
EE3 DEVELOPMENT:
Moar backend dynEMC work, etc.
Just got an idea for listing the mods, I took screenshots of the mods and coremods folder of my server:
Server Mods folder :
Server Coremods folder :
I've tested this in SSP mode, will post a log shortly but it didn't work there either, only the crafting transmutation recipe works #1.
At the moment there is mods with similar transmutation tables, maybe is not a copy of the mod but more or less is similar way with system of energy storage, check the mod Minor Alchemy, Simple Transmutation so is not to strange my idea no?
Your idea isn't that strange. Someone, at some point, may remake EE2. But it won't be using any of the code from the original EE2 and it won't be done by either of the two developers of EE2; it will be a completely independent project that is either reverse engineering EE2 or simply coding things 'like' EE2.
EE2, as it was, is dead. Neither of the developers want to work on it and therefore they won't. If someone else wanted to recreate it, they could, but they wouldn't get any help from the original developers (unless either one somehow decided that they wanted to) and the source code of EE2 is locked, it is not available for use or modification.
So, yes, other can, and as you point out, are making things from EE2... but no one has yet to make a recreation of EE2 as a whole.
EDIT: Also:
I'm fairly sure that you can get a text based list of mods from Forge... certainly they are listed in the Forge log generated each time Minecraft runs (somewhere around the beginning... you may have to do a little text editing). You could also tell us which 'mod pack' you are initially using and then just what mods you've added and/or removed (that is, assuming you started with a mod pack).
Does anyone know whether or not transmutation by this method is supposed to wear out the minium stone? Many online sources say no, but it does for me.
Let me know, thanks!
Absolutely yes.
Not sure if you've read the whole conversation here but I've stated I think 2 times that my basic modpack is DNS TechPack which I removed some stuff and added some stuff (like Mystcraft that isn't there because the author doesn't allow it in the DNS Techpack, same thing for Thaumcraft 3 if I'm right.
I also posted screenshots of the mods I use, it was the closest thing I've found that isn't fully loaded with so much stuff (crash logs and such are so fully loaded with unrelated stuff)
http://www.pahimar.com/category/lets-mod/
Update your EE3 to pre1h. Before you report a bug please ensure you are running the latest verison of the mod, and check the changelog. This bug has been fixed for weeks.
I have Pre1h-16 currently just checked this out, perhaps there's small changes in the build that I'm not aware off, will try to update this evening and report any change although I'm quite sure its the latest one I have according to your OP of this thread.
Pardon my memory... You likely did say what mod pack...
The Forge log is not exactly an error log, as it contains additional information that the vanilla error log does not. Yes, showing a screen shot of your mods folder and core mods folder typically works, but I've noticed that some mod packs don't have the edition numbers for specific mods (just the name), while the Forge log does. Here is an example of the text I am thinking of:
<loading Minecraft Feed the Beast to get clean log>
Ok, so I was wrong... It must be in the Vanilla Minecraft error logs... So, just ignore me.
I agree that some form of condensers would be nice, but I think it shouldn't be free like in EE2, like using some form of energy to condense the stuff (EU/MJ or similar) that way it would be less overpowered.
For my problems, I'll try something later that I should have done before, perhaps just recreate the config file by erasing it in the config folder, there's so much stuff that have changed, perhaps something in the config file is causing problems. But I need to note the IDs and assign them back exactly to what they are on my server too.
It's the top of the Aludel. When that gets functionality, you'll need to put the Glass Bell on top of it. Of course, you could just place it in the world and use it to store items (such as light sources, which are emitted from the Glass Bell.)
Profile pic by Cheshirette c:
Do not simply delete the files. Copy them elsewhere so that you have them to reference. Once you've made the changes to the 'new' files then you can remove them.
Suggestion: Select all (or the ones you want to remove) files -> Cut (Ctrl-X) -> Make new folder (Right click, new folder) -> Go into folder (double click) -> Paste (Ctrl-V) -> Launch Minecraft
You'll obviously have errors because recreating the config files will reinstate their default values, which likely have conflicts with other mods, so you'll have to deal with that. While, uh, ID Resolver has NOT been updated to 1.5.2, there are still a number of suggestions for alternative means to get a similar result in the thread (and descriptions on how to do it, if not full tutorials). But, having pasted the files into 'New Folder' you should be able to fairly easily get rid of most conflicts by simply copy/pasting the ID values from the old files to the new.
Thanks! I really just wanted to know if it was intentional. Better balancing, IMO
Actually tried this out, usually when I delete a file or folder I might need later, I simply right click it and zip it up (or rar it up in my case) I keep them in a separate folder called backups, you never know what you could delete and loose forever, I've lost the important config files for my old tekkit 1.2.5 server, now I'm stuck with an awesome map that we took 5 months to build that is now useless because I don't have the config files (and they are not the same as the real tekkit, some of them are and most aren't I'll say)
For the IDs, lets just say I have a lot of experience with that, my first pack in 1.4.2 ( I followed and updated it all the way to 1.4.7 too) was done before any FTB was released so I had to dig out all of the mods and assign them IDs that weren't already taken, thanks to NEI for the ID Dump functions, it helps a lot, also thanks for MultiMC, you can create a copy of an instance for testing purpose, makes it a breeze to test stuff out...
Anyways, it didn't fix my problem either, the minium stone is totally useless, but I think I might know why, not sure if Thaumcraft 3 could have locked the function somehow because of his wand of equal trade, will test this out pretty soon (maybe in 10 minutes, or tomorrow around 11:30am GMT-5)
[1.5.2] CustomSelectionBox v1.0 by TeNNoX
I'm really surprised its this one seriously, don't know what a custom selection box could do to the Minium Stone but once its out, it works like intended even on my server, you could never had found this by my mod list either because I used the server modlist and not the client which includes some mods that are usually cosmetics and client sided only that I didn't think could affect anything but in this case I'm 100% positive its the culprit.