I really like the ability to convert to EU and i'm happy to see you are able to place even the bigger windmills and waterwheels now without them braking. I don't think RF converter really needs to be added since you can always use Power Converters and theres already similar kind of power system which converts to RF in Ancient Warfare.
I do feel like EU conversion should be balanced quite a bit thou. With the current 1 to 1 conversion ratio my 8 blade 10 length windmill produces over 400 EU/tick which is about the same as a medium sized nuclear reactor. That is pretty insane for the material cost + the fact that its absolutely free power. Other than that i really like small things like the ability to recycle your tools in mechanical crusher. Keep up the good work, with a bit of balancing i think this mod would have a spot in many modpacks.
I added a config for that, just look in the config file.
So, I'm using the lite version of this mod, and I've noticed it interacts strangely with somethings. In particular, the arcane pedestals from Thaumcraft. Normally, when you place an item on one of these, it floats above it.
Obviously, installing this mod affects that. When I place an item on a pedestal, it lays flat, and spins rapidly about the z axis (much faster than a floating item with out this mod would normally spin).
I'm not sure if this is actually fixable, but I figured I'd throw it out there.
Already reported, i contacted the author of thaumcraft, he will try to fix this problems as soon as he finds time for it.
aww sadface. oh well still an awesome mod. its just that i've gregtech'ified all my recipes and use iguana's tinkers tweaks so TC tools is all i can use XD
Yes, but i would have to contact the author of tinkers construct and so on. Sorry about that, but i'm very busy at the moment.
so i have a big issue that does that when i make a recipe it changes upon save like this so the first one then i click save and it changes the recipe.. how do i fix this
Alright. Alright.. I'm sorry. I'm just sad that there's something holding this awesome mod back.. I sincerely apologize. I guess I'll just have to be patient.
It's not a limit because it doesn't depend on how many recipes you disable.
But if one is to long the connection crashes and nothing is saved. You can disable 100+ recipes without any problem, if you don't pick the wrong on and like NBLEGO said i'm working on it, it's not that easy.
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Ok
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Yes of course, will update this in a month together with all my other mods.
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I added a config for that, just look in the config file.
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Already reported, i contacted the author of thaumcraft, he will try to fix this problems as soon as he finds time for it.
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Yes, but i would have to contact the author of tinkers construct and so on. Sorry about that, but i'm very busy at the moment.
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I also love cauldron, but there are more important problems/bugs at the moment.
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Will be added soon.
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Did you set need damage and need nbt?
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Sooooo
Recipe using stacksize is not working, i had some issues with that.
Also any Server connect issue:
Don't use Cauldron if it doesn't work, i'm not supporting this platform. If you use Forge server everything works fine. Tested it using 10.13.2.1291.
Too much payload bug:
Maybe i will release a fix for this very soon, would be happy if you can test it once it's out.
If i forgot one question, please post it again
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No, tinkers construct uses his own renderer.
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Same for added recipes ...
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Maybe it fixes non disabling bug
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It's not a limit because it doesn't depend on how many recipes you disable.
But if one is to long the connection crashes and nothing is saved. You can disable 100+ recipes without any problem, if you don't pick the wrong on and like NBLEGO said i'm working on it, it's not that easy.
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Works fine with the newest version will release 1.0.14 very soon. Maybe it helps.
There is no crafting limit! You can disable as many recipes you want, but there is still a bug, if the string of a recipe is too long.
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Yes i forgot, will test it on servers soon.