Do you intend on making it possible to visit planets on the Star Map, Actually have to craft the ships used and etc.?
Edit: Let me rephrase that, can you please let us visit the planets on the star map, have to make the ships and etc. costing mass amounts of materials and RF to not only send the ship there and back but to make etc. as well as keeping the ability to visit the planet?
Visiting planets is to complicated. Mystcraft implementation may be possible but unlikely. As for Ship building, they will require a lot of resources as well as time. Same for buildings.
Visiting planets is to complicated. Mystcraft implementation may be possible but unlikely. As for Ship building, they will require a lot of resources as well as time. Same for buildings.
Will we beable to acquire materials from this or will it just be a minigame with no pay out?
Absolutely loving the mod so far, but I have a few questions about it.
1. Is it possible to change the matter values of items in any way? I've noticed that you've made the same mistake equivalent exchange did and didn't compensate for the pulverizer from thermal expansion giving larger amounts of bonemeal than normal crafting.
2. Is it possible in any way to add matter values for modded items?
3. Do the gravitational stabilizers benefit in any way by being powered? I've noticed they have a capacity for RF but seem to still function without it.
Absolutely loving the mod so far, but I have a few questions about it.
1. Is it possible to change the matter values of items in any way? I've noticed that you've made the same mistake equivalent exchange did and didn't compensate for the pulverizer from thermal expansion giving larger amounts of bonemeal than normal crafting.
2. Is it possible in any way to add matter values for modded items?
3. Do the gravitational stabilizers benefit in any way by being powered? I've noticed they have a capacity for RF but seem to still function without it.
I can't seem to get it to work. I tried adding in vinteum ore as I:arsmagica2:vinteumOre=64 but then when I launched minecraft it got changed in the config to S:vinteumOre=64 and the ore block still doesn't have a matter value. I've also tried I:arsmagica2.vinteumOre=64 but still no luck.
Hey there, loving the look of this mod, been playing FTB Horizons and been wanting to get into to it for a bit, but I just haven't had any luck finding Dilithium Crystals. Unfortunatly, I hadn't done any reading on this mod until now, and being curious and having parts, I turned myself into an android. I was wondering if there was any way to reverse this process, through a console command or something else, as I had no idea just how ill prepared I was for this. Looking forward to playing with this mod more (once I'm a bit more prepared!), and thank you for your time! =)
Hey there, loving the look of this mod, been playing FTB Horizons and been wanting to get into to it for a bit, but I just haven't had any luck finding Dilithium Crystals. Unfortunatly, I hadn't done any reading on this mod until now, and being curious and having parts, I turned myself into an android. I was wondering if there was any way to reverse this process, through a console command or something else, as I had no idea just how ill prepared I was for this. Looking forward to playing with this mod more (once I'm a bit more prepared!), and thank you for your time! =)
Theres a blue pill item that reverses the process when you eat it. It can only be spawned in by console command or by getting it from the creative menu under matter overdrive foods.
I can't seem to get it to work. I tried adding in vinteum ore as I:arsmagica2:vinteumOre=64 but then when I launched minecraft it got changed in the config to S:vinteumOre=64 and the ore block still doesn't have a matter value. I've also tried I:arsmagica2.vinteumOre=64 but still no luck.
it works with the unlocalized name. So that means for blocks it's tile.arsmagica2.vinteumOre=64 or tile.vinteumOre not shure which one tho. You can also just add the ore dictionary name if there is some. For items, just add item.
Will we beable to acquire materials from this or will it just be a minigame with no pay out?
I plan on making it able to acquire a large amount of resources, if you put the time and resources into it. Also if you play on MP you will have to protect your planets or other player will be able to claim them as their own.
it works with the unlocalized name. So that means for blocks it's tile.arsmagica2.vinteumOre=64 or tile.vinteumOre not shure which one tho. You can also just add the ore dictionary name if there is some. For items, just add item.
So I've tried that and several variations and it didn't work. I've even gone so far as to open up the mod itself, find the .lang file, and tried the name from that ( tile.arsmagica2:ores.0 ).
All I can say at this point is I have a new hatred of the naming system. Sure its probably a hell of a lot better than IDs for modding, but damned if I can easily properly identify any block or item anymore for config purposes.
Edit: Does anyone know of a way to find the ore dictionary names for items/blocks? perhaps that would work.
Alright, so I've done some testing and I've discovered a few things.
1. the item override list definitely works. I was a bit worried I was doing something wrong with the config and it just wasn't registering.
2. the .name at the end of any item/tile isn't necessary. I think thats just to identify that its the name being specified in the language file
3. Nothing from ars magica seems to register at all, even non-ore dictionary items.
4. everything i've tried from any other mod has completely worked, even items that would have ore dictionary names.
There is only one difference between everything I've tried that works, and everything in ars magica; is the ':' in the names. I've tried replacing the ':' with a '.' but I didn't expect that to work anyway; its not the actual name. All of this leads me to believe that there is some issue with how the matter overdrive config handles item/block names in the override list. My best guess is that whatever process you're using to read off the names from the config file is getting stuck on the ':' in the name and not the ':' at the start in the 'I:'
Alright, so I've done some testing and I've discovered a few things.
1. the item override list definitely works. I was a bit worried I was doing something wrong with the config and it just wasn't registering.
2. the .name at the end of any item/tile isn't necessary. I think thats just to identify that its the name being specified in the language file
3. Nothing from ars magica seems to register at all, even non-ore dictionary items.
4. everything i've tried from any other mod has completely worked, even items that would have ore dictionary names.
There is only one difference between everything I've tried that works, and everything in ars magica; is the ':' in the names. I've tried replacing the ':' with a '.' but I didn't expect that to work anyway; its not the actual name. All of this leads me to believe that there is some issue with how the matter overdrive config handles item/block names in the override list. My best guess is that whatever process you're using to read off the names from the config file is getting stuck on the ':' in the name and not the ':' at the start in the 'I:'
That might be the problem. I use forge's config system.
so i tried scanning bedrock with the matter analyzer and it broke my world entirely. might want to look at that. also really enjoying the mod and you should have a way for multiple anomalies to combine into larger ones or maybe feeding an anomaly into another grows it by one stage or something as a suggestion. thanks for the mod though
ummm after becoming a android how exactly do I recharge ? I cant make a charging station for some reason ... or is there a secret way of doing it ? im almost on a dead battery and I have no clue how to fix this and will I not be able to play anymore unless I charge or what happens ?
ummm after becoming a android how exactly do I recharge ? I cant make a charging station for some reason ... or is there a secret way of doing it ? im almost on a dead battery and I have no clue how to fix this and will I not be able to play anymore unless I charge or what happens ?
You can easily swap batteries. If you run out of juice you will begin tom move slow and glitch out.
Visiting planets is to complicated. Mystcraft implementation may be possible but unlikely. As for Ship building, they will require a lot of resources as well as time. Same for buildings.
Will we beable to acquire materials from this or will it just be a minigame with no pay out?
Absolutely loving the mod so far, but I have a few questions about it.
1. Is it possible to change the matter values of items in any way? I've noticed that you've made the same mistake equivalent exchange did and didn't compensate for the pulverizer from thermal expansion giving larger amounts of bonemeal than normal crafting.
2. Is it possible in any way to add matter values for modded items?
3. Do the gravitational stabilizers benefit in any way by being powered? I've noticed they have a capacity for RF but seem to still function without it.
I can't seem to get it to work. I tried adding in vinteum ore as I:arsmagica2:vinteumOre=64 but then when I launched minecraft it got changed in the config to S:vinteumOre=64 and the ore block still doesn't have a matter value. I've also tried I:arsmagica2.vinteumOre=64 but still no luck.
Hey there, loving the look of this mod, been playing FTB Horizons and been wanting to get into to it for a bit, but I just haven't had any luck finding Dilithium Crystals. Unfortunatly, I hadn't done any reading on this mod until now, and being curious and having parts, I turned myself into an android. I was wondering if there was any way to reverse this process, through a console command or something else, as I had no idea just how ill prepared I was for this. Looking forward to playing with this mod more (once I'm a bit more prepared!), and thank you for your time! =)
Theres a blue pill item that reverses the process when you eat it. It can only be spawned in by console command or by getting it from the creative menu under matter overdrive foods.
Thank you very much!
it works with the unlocalized name. So that means for blocks it's tile.arsmagica2.vinteumOre=64 or tile.vinteumOre not shure which one tho. You can also just add the ore dictionary name if there is some. For items, just add item.
I plan on making it able to acquire a large amount of resources, if you put the time and resources into it. Also if you play on MP you will have to protect your planets or other player will be able to claim them as their own.
So I've tried that and several variations and it didn't work. I've even gone so far as to open up the mod itself, find the .lang file, and tried the name from that ( tile.arsmagica2:ores.0 ).
All I can say at this point is I have a new hatred of the naming system. Sure its probably a hell of a lot better than IDs for modding, but damned if I can easily properly identify any block or item anymore for config purposes.
Edit: Does anyone know of a way to find the ore dictionary names for items/blocks? perhaps that would work.
Alright, so I've done some testing and I've discovered a few things.
1. the item override list definitely works. I was a bit worried I was doing something wrong with the config and it just wasn't registering.
2. the .name at the end of any item/tile isn't necessary. I think thats just to identify that its the name being specified in the language file
3. Nothing from ars magica seems to register at all, even non-ore dictionary items.
4. everything i've tried from any other mod has completely worked, even items that would have ore dictionary names.
There is only one difference between everything I've tried that works, and everything in ars magica; is the ':' in the names. I've tried replacing the ':' with a '.' but I didn't expect that to work anyway; its not the actual name. All of this leads me to believe that there is some issue with how the matter overdrive config handles item/block names in the override list. My best guess is that whatever process you're using to read off the names from the config file is getting stuck on the ':' in the name and not the ':' at the start in the 'I:'
That might be the problem. I use forge's config system.
so i tried scanning bedrock with the matter analyzer and it broke my world entirely. might want to look at that. also really enjoying the mod and you should have a way for multiple anomalies to combine into larger ones or maybe feeding an anomaly into another grows it by one stage or something as a suggestion. thanks for the mod though
Rouge andorid spawns to little :/ i have been looking for 10 hours found only 2parts :/
You can always change the spawn rate in the configs
sweet
# The spawn change of the Rouge Android [range: 0 ~ 100, default: 3]
I:rouge_android.spawn.chance=3
i changed spawn.chance=3 part to some more thanks did not think of this ^^
Awesome mod man, keep up the great work. This will surely be a masterpiece
Praise the modders! Without them, you probably would still using sticks and stones to fight a huge dragon till the end of days.
ummm after becoming a android how exactly do I recharge ? I cant make a charging station for some reason ... or is there a secret way of doing it ? im almost on a dead battery and I have no clue how to fix this and will I not be able to play anymore unless I charge or what happens ?
You can easily swap batteries. If you run out of juice you will begin tom move slow and glitch out.