Yes, I have noticed the biogas engines on Forgecraft have their conduits turned funny. I also know that Dire tries to record several episodes ahead, and I keep hoping he'll fix it in the next video.
If he intends to use either turtles or block breakers it should have more than enough space.
I'm pretty sure a block breaker wouldn't retain the charge value of the energy cell, making that setup useless. I believe Misc Peripherals adds a wrench turtle which he used in last season's Forgecraft LP to move energy cells.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
Yup, but then a lot of weird stuff is happening with forestry machines and items and how they relate to buildcraft, e.g., the buildcraft gates don't recognize drones although the condition is valid (try connecting an autarchic gate to an apiary, and you'll see that the absence of a princess can trigger a red piping signal, but not the absence of a drone.
I've also experienced a huge energy leak from inactive carpenters/squeezers and a fabricator on energy cells (the machines draw energy even when they're not in use).
I think this has to do with the recent change of block IDs SirSengir (the Forestry author) made. From what I've read, there are fixes in the latest version for Minecraft 1.4.7, but the current Direwolf pack uses 1.4.6.
I guess we'll have to wait for V5 of the pack (which is currently in internal testing, but should be released shortly) to see if these issues are fixed.
I know of no other way to describe this, and am not sure if this is vanilla Minecraft behavior or is related to the modpack.
Anyway, what I've seen is that entities will occasionally suddenly change their location by several blocks. I've had this occur with XP orbs and mobs. As for the latter, occurrences are as follows:
1. A sheep, found in the Nether, which apparently glitched through my portal. This may be unrelated, but possibly not.
2. A skeleton from my spawner trap ending up on my side of the glass and shooting at me.
3. An Angry Zombie found inside my very well lit base after coming back from a mining trip.
4. Another sheep, which I watched glitch through the fence around my animal pen, then get TP'd back inside the fence again.
5. Several animals disappearing, later found in the Nether in my portal room. These were 3 sheep, 2 cows and a chicken.
6. A creeper, glitched through from a cave below, ending up inside my base. I'm standing at the MFE I use for recharging my Lappack and tools when I hear the "ssss" from behind me. I do not take any damage, which is odd, yet the MFE, my Geothermal Generator, an Electrolyzer, a Gold Chest, an Iron Furnace, 2 normal furnaces and several marble brick covers on my ceiling are all destroyed. Items in the chest and another one next to it are scattered all over the place after this incident, which happened last night.
the tree farm / peat farm combo system in the SMP series just does not work at all. the relays and the filters are just filling with items. i removed the restrictor tube and peat started flowing again but sand isn't going to the filter linked to the chest for autocrafting and the diamond pipe is just throwing saplings away. does this system depend on Xycraft because i thought the redpower tube system would work whether you used autocrafting tables.
hey dire, i need some help, can you tell me exactly what procedure i need to go through to update your modpack to 1.4.7 so that i can update my server this week?
i really let you slide on this for a long time already, near a month we've been stuck with 1.4.6 for no reason, if there is one and i'm not seeing it, please explain, too lazy is not valid of course.
How are you stuck on 1.4.6? You could go with another modpack, or heaven forbid make your own
I'm pretty sure a block breaker wouldn't retain the charge value of the energy cell, making that setup useless. I believe Misc Peripherals adds a wrench turtle which he used in last season's Forgecraft LP to move energy cells.
No, it doesn't, unfortunately. I thought it was a bug and reported it, but it's a feature. I was told that a wrench or an engineering turtle is required to keep the charge. Block breaker will reset the cell to default values: 0MJ 50/100. I'm glad at least that I tried that setup in creative mode first.
I know of no other way to describe this, and am not sure if this is vanilla Minecraft behavior or is related to the modpack.
Anyway, what I've seen is that entities will occasionally suddenly change their location by several blocks. I've had this occur with XP orbs and mobs. As for the latter, occurrences are as follows:
1. A sheep, found in the Nether, which apparently glitched through my portal. This may be unrelated, but possibly not.
2. A skeleton from my spawner trap ending up on my side of the glass and shooting at me.
3. An Angry Zombie found inside my very well lit base after coming back from a mining trip.
4. Another sheep, which I watched glitch through the fence around my animal pen, then get TP'd back inside the fence again.
5. Several animals disappearing, later found in the Nether in my portal room. These were 3 sheep, 2 cows and a chicken.
6. A creeper, glitched through from a cave below, ending up inside my base. I'm standing at the MFE I use for recharging my Lappack and tools when I hear the "ssss" from behind me. I do not take any damage, which is odd, yet the MFE, my Geothermal Generator, an Electrolyzer, a Gold Chest, an Iron Furnace, 2 normal furnaces and several marble brick covers on my ceiling are all destroyed. Items in the chest and another one next to it are scattered all over the place after this incident, which happened last night.
Does your base happen to have walls, perhaps?
And animals glitching in and out of fences has been happening since forever . . .
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"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
I know of no other way to describe this, and am not sure if this is vanilla Minecraft behavior or is related to the modpack.
Anyway, what I've seen is that entities will occasionally suddenly change their location by several blocks. I've had this occur with XP orbs and mobs. As for the latter, occurrences are as follows:
1. A sheep, found in the Nether, which apparently glitched through my portal. This may be unrelated, but possibly not.
2. A skeleton from my spawner trap ending up on my side of the glass and shooting at me.
3. An Angry Zombie found inside my very well lit base after coming back from a mining trip.
4. Another sheep, which I watched glitch through the fence around my animal pen, then get TP'd back inside the fence again.
5. Several animals disappearing, later found in the Nether in my portal room. These were 3 sheep, 2 cows and a chicken.
6. A creeper, glitched through from a cave below, ending up inside my base. I'm standing at the MFE I use for recharging my Lappack and tools when I hear the "ssss" from behind me. I do not take any damage, which is odd, yet the MFE, my Geothermal Generator, an Electrolyzer, a Gold Chest, an Iron Furnace, 2 normal furnaces and several marble brick covers on my ceiling are all destroyed. Items in the chest and another one next to it are scattered all over the place after this incident, which happened last night.
Entities can go through portals since 1.4, Animals glitch through fences, Light up the outside of your skelleton spawning spawner, There was an area dark enough for an angry zombie, I dont know how to explain the creeper, and all the other animals in the nether are from the portal also. Block the portal with a fence gate and fences. Ive had my wooden golem go into the nether multiple times chasing a Sulfur Goo.
the tree farm / peat farm combo system in the SMP series just does not work at all. the relays and the filters are just filling with items. i removed the restrictor tube and peat started flowing again but sand isn't going to the filter linked to the chest for autocrafting and the diamond pipe is just throwing saplings away. does this system depend on Xycraft because i thought the redpower tube system would work whether you used autocrafting tables.
Does not work at all? Which parts do their jobs, and which do not? What version of Buildcraft are you using? Do you have your filters turned so the big "cross" face is facing the tube where stuff is coming in, and the small circle is facing the tube or inventory you're trying to send stuff? Are you expecting peat to enter your barrels when your peat-fired engines are not yet full?
Also, RedPower does not interact well with BC autocrafting tables. At best it can input items, but it cannot pull them out properly, and there are no plans to enable this ability. The XyCraft stuff is being used to provide water, nothing more! Use any replacement water provider you wish (like an aqueous accumulator and liquid transposer powered by a peat engine, or a CC turtle programmed to fill empty buckets and put them in a chest).
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
Is V5 internal testing? Ive got my DW20 pack running on it now, just had to select it manually rather than using the recommended version. I assume its unstable? Not crashed for me yet...
Noticed in V5 that Xychorium crystals now have Thaumcraft aspects. All my love to Azanor for that.
My FTB launcher still shows 1.4.6 – I guess you were lucky enough to grab it when it was mistakenly put online
So I love watching Dire's videos and doing most of the things that he builds, not necessarily in the same way or place. But its sometimes to difficult and time consuming to use them as a walk-through. To this end I have created a list of the major things he builds during each episode.Also note this would have somethings that could be considered spoilers. So below are the listing for the first 3 episodes. If people are interested I will post the rest, say 3 episodes per post, don't want them too big, until I get caught up. Also I will only post the non vanilla items and for the most part wont list any tools or weapons, there are exceptions. And to be honest somethings are most likely missed as I did this list after the fact and skip past parts that I felt didn't introduce new items to list.
Is there a reason DW20 doesnt use Greg Tech? I vaguely remember it being mentioned in the last season of the SMP series. But i cannot remember the specific reasons for everyone not using it. Are the IC devs not fans of what it adds?
The fans aren't fans of what it adds. GregTech is very "grabby" and changes lots of recipes that aren't even IC2 recipes, and adds lots of items to the Forge ore dictionary that aren't necessarily directly equivalent to each other. On top of that, it disables some recipes and won't re-enable them, even if you turn "hard mode" off. With all these changes, Dire would probably have had a lot of trouble showing off the individual mods and their normal recipes.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
I doubt i was lucky. I think its just a matter of manually selecting the V5 pack, rather than waiting for them to make it the default pack you use. My DW20 pack still says im using V4 too. Right below the "Maps" tab there should be a dropdown menu to select the version you play with, just set it to 5 instead of "Recommended".
Thanks Thought "All versions"covered it... lol. Love learning new things!
Just watched the Forestry 2 spotlight. Thanks Direwolf!
But it appears to me that all of these resources will set farming much later than it is convenient? I'll probably find it's balanced once I start using it, as usual, however
I'd be quite curious to see how to thoroughly (but mostly compactly) automate humus/bog-making, seeds/saplings and product harvesting with these... Is a part 2 of this spotlight in the works?
I used the multiplayer season 4 seed mentioned earlier in this thread to start an FTB world, and traveled to the co-ordinates under the minimap from the latest episode, but the terrain wasn't anything like what I saw in the video. It was a tall pine forest, not a hills area.
Does anybody have any idea as to what might have caused this? I only ask because I can never get a good world through random generation and I really like Dires world.
So I love watching Dire's videos and doing most of the things that he builds, not necessarily in the same way or place. But its sometimes to difficult and time consuming to use them as a walk-through. To this end I have created a list of the major things he builds during each episode.Also note this would have somethings that could be considered spoilers. So below are the listing for the first 3 episodes. If people are interested I will post the rest, say 3 episodes per post, don't want them too big, until I get caught up. Also I will only post the non vanilla items and for the most part wont list any tools or weapons, there are exceptions. And to be honest somethings are most likely missed as I did this list after the fact and skip past parts that I felt didn't introduce new items to list.
http://imgur.com/NLmKKjL
Nice. Still, I wonder if Dire isn't making sure to have room for other stuff he intends to build, like that recharging station he mentioned.
"Well then, let's get awesome!"
If he intends to use either turtles or block breakers it should have more than enough space.
Anybody?
Yes, I have noticed the biogas engines on Forgecraft have their conduits turned funny. I also know that Dire tries to record several episodes ahead, and I keep hoping he'll fix it in the next video.
I'm pretty sure a block breaker wouldn't retain the charge value of the energy cell, making that setup useless. I believe Misc Peripherals adds a wrench turtle which he used in last season's Forgecraft LP to move energy cells.
"Well then, let's get awesome!"
Yup, but then a lot of weird stuff is happening with forestry machines and items and how they relate to buildcraft, e.g., the buildcraft gates don't recognize drones although the condition is valid (try connecting an autarchic gate to an apiary, and you'll see that the absence of a princess can trigger a red piping signal, but not the absence of a drone.
I've also experienced a huge energy leak from inactive carpenters/squeezers and a fabricator on energy cells (the machines draw energy even when they're not in use).
I think this has to do with the recent change of block IDs SirSengir (the Forestry author) made. From what I've read, there are fixes in the latest version for Minecraft 1.4.7, but the current Direwolf pack uses 1.4.6.
I guess we'll have to wait for V5 of the pack (which is currently in internal testing, but should be released shortly) to see if these issues are fixed.
Hope this helps!
I know of no other way to describe this, and am not sure if this is vanilla Minecraft behavior or is related to the modpack.
Anyway, what I've seen is that entities will occasionally suddenly change their location by several blocks. I've had this occur with XP orbs and mobs. As for the latter, occurrences are as follows:
1. A sheep, found in the Nether, which apparently glitched through my portal. This may be unrelated, but possibly not.
2. A skeleton from my spawner trap ending up on my side of the glass and shooting at me.
3. An Angry Zombie found inside my very well lit base after coming back from a mining trip.
4. Another sheep, which I watched glitch through the fence around my animal pen, then get TP'd back inside the fence again.
5. Several animals disappearing, later found in the Nether in my portal room. These were 3 sheep, 2 cows and a chicken.
6. A creeper, glitched through from a cave below, ending up inside my base. I'm standing at the MFE I use for recharging my Lappack and tools when I hear the "ssss" from behind me. I do not take any damage, which is odd, yet the MFE, my Geothermal Generator, an Electrolyzer, a Gold Chest, an Iron Furnace, 2 normal furnaces and several marble brick covers on my ceiling are all destroyed. Items in the chest and another one next to it are scattered all over the place after this incident, which happened last night.
How are you stuck on 1.4.6? You could go with another modpack, or heaven forbid make your own
No, it doesn't, unfortunately. I thought it was a bug and reported it, but it's a feature. I was told that a wrench or an engineering turtle is required to keep the charge. Block breaker will reset the cell to default values: 0MJ 50/100. I'm glad at least that I tried that setup in creative mode first.
Does your base happen to have walls, perhaps?
And animals glitching in and out of fences has been happening since forever . . .
Entities can go through portals since 1.4, Animals glitch through fences, Light up the outside of your skelleton spawning spawner, There was an area dark enough for an angry zombie, I dont know how to explain the creeper, and all the other animals in the nether are from the portal also. Block the portal with a fence gate and fences. Ive had my wooden golem go into the nether multiple times chasing a Sulfur Goo.
Does not work at all? Which parts do their jobs, and which do not? What version of Buildcraft are you using? Do you have your filters turned so the big "cross" face is facing the tube where stuff is coming in, and the small circle is facing the tube or inventory you're trying to send stuff? Are you expecting peat to enter your barrels when your peat-fired engines are not yet full?
Also, RedPower does not interact well with BC autocrafting tables. At best it can input items, but it cannot pull them out properly, and there are no plans to enable this ability. The XyCraft stuff is being used to provide water, nothing more! Use any replacement water provider you wish (like an aqueous accumulator and liquid transposer powered by a peat engine, or a CC turtle programmed to fill empty buckets and put them in a chest).
"Well then, let's get awesome!"
My FTB launcher still shows 1.4.6 – I guess you were lucky enough to grab it when it was mistakenly put online
Here's the status page if you ever need it:
Episode 1 - Getting Started
Episode 2 - Ore Processing
Episode 3 - Workarounds and Project (Tables)
The fans aren't fans of what it adds. GregTech is very "grabby" and changes lots of recipes that aren't even IC2 recipes, and adds lots of items to the Forge ore dictionary that aren't necessarily directly equivalent to each other. On top of that, it disables some recipes and won't re-enable them, even if you turn "hard mode" off. With all these changes, Dire would probably have had a lot of trouble showing off the individual mods and their normal recipes.
"Well then, let's get awesome!"
Thanks Thought "All versions"covered it... lol. Love learning new things!
But it appears to me that all of these resources will set farming much later than it is convenient? I'll probably find it's balanced once I start using it, as usual, however
I'd be quite curious to see how to thoroughly (but mostly compactly) automate humus/bog-making, seeds/saplings and product harvesting with these... Is a part 2 of this spotlight in the works?
Keep up these great features, they really help!
I used the multiplayer season 4 seed mentioned earlier in this thread to start an FTB world, and traveled to the co-ordinates under the minimap from the latest episode, but the terrain wasn't anything like what I saw in the video. It was a tall pine forest, not a hills area.
Does anybody have any idea as to what might have caused this? I only ask because I can never get a good world through random generation and I really like Dires world.
Very useful, saves time, thanks