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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    You seem desperate to corrupt your world. First pylons and teleposers, and now this?

    Heh, not so much. This is all in creative SP test worlds. This time I was attempting to see if there was a way I could automatically disrupt a wire network to toggle the charge/discharge of batteries. Comparators and a latch/gate combo seems to work better anyway, if not quite as compact.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    A minor bug I've encountered with ElectriCraft: Funky Locomotion frame movers are able to move ElectriCraft wires without triggering a wire network update.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    In v4, would it be possible to have the Chromic Lexicon remember where on the page you last were so that you don't have to scroll all the way back each time you look away? Also, is there any way to have either tooltips or a list of the types of blocks that go in each layer of a construct? I ask because it's very difficult to distinguish between embossed and engraved crystalline blocks in the Lexicon unless I'm very close to my monitor.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    This is an exploit I am going to break.

    I'm fairly certain this will always be possible so long as batteries and industrial coils are in the game. Unless, you don't consider using those exploits due to that being the intended method of chaining smaller engines.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Time for this:
     public class JarZipException extends DragonAPIException {
    
     public JarZipException(DragonAPIMod mod) {
     super();
     message.append("Your mod file for "+mod.getDisplayName()+" is a .jar.zip file!\n");
     message.append("Java does not recognized .zip files as jars, and the manifest will fail to load, causing a crash.\n");
     message.append("Rename your file .jar (you may need to enable viewing of file extensions).");
     this.crash();
     }
    
    }

    As much as I wish that would cause people to not post .zip crasahes, I am not terribly convinced, given how many people still post potion ID collisions, despite being given explicit instructions to not do so. But I suppose it certainly can't hurt.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    No, that is safe.

    Ah, that is good to know.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Wait...they are jarable?

    ...Is that possible?

    Pylons are definitely jarable, which essentially destroys the pylon since you can't get the pylon block back. They are not, however, able to be drained by bigger nodes.

    Edit: It *is* possible to build pylons in creative, but only Tahara ones (unless you edit the color tag), as that is the color of the pylon block available in NEI. No idea what this does to the network though. I'm going to guess bad things.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Along the same vein of moving/destroying pylons, when you jar a pylon, it leaves behind the glowing, pulsing render with no hitbox, and as far as I can tell, no way to get rid of it.



    Speaking of nodes, I wonder what will happen if a bigger node attempts to eat the pylon?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    I have an he is going to add a hook. Until then, however, I am going to make putting the teleposer under a pylon destroy the pylon.

    Remember, teleposers can move up to a 7x7x7 cube, so it doesn't have to just be directly under the pylon.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    You just corrupted your world.
    I am going to break this any way I can, even if it means deliberately crashing. Moving pylons is so dangerous it absolutely must not be allowed.

    Corrupted in what way? The moved pylons still route power correctly, recharge correctly, at least as far as I can tell. Or is it something under the hood that will cause things to no longer work as intended? This was all done in a creative superflat test world, as I did recall your warning of potential corruption.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I am loathe to report this, as I personally don't want this fixed, but pylons are absolutely able to be teleposed (Blood Magic) with no ill-effect whatsoever. In addition, if you add the rune blocks in the right locations, you can use power crystals the same as you would be able to on the full multi-block structure. Also, as far as I can tell, the Thaumcraft node aspect of the pylons is uninterrupted, as normal nodes are able to be teleposed and work the same as if they'd been moved using jars.



    Also, tile-entity accelerators, are they supposed to be able to work on pylons?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Once I unlocked Radiant Stone, the mouse-over tooltips switched with those for Fused Crystals
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    No. The recipe should work if you have the required progress.





    No, just finding the pylon. I think it was broken in v3.

    Ah, does it just take a while to craft? I went exploring for a while and when I came back, the casting table had 8 crystalline stone ready for me to take out. If it is a time based thing, could we get a progress bar of some sort?

    Edit: Evidently, I was missing something obvious. I needed to hit it with the elemental manipulator.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Perhaps I'm missing something obvious, but to craft crystalline stone, all I need are kuro crystal shards surrounded by four smooth stone in a casting table? I don't seem to be able to pull the items out of the casting table. I don't need a casting room, do I?



    Also, are there any requirements that need to be met before you can "discover" colors from pylons? I've been to lots of pylons, mousing over the central block for several seconds, and yet berries and dye still have scrambled names.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Ah, CTRL works quite nicely. I never would have figured that out on my own though.

    Is it intended that you can gradually learn to see the ChromaticCraft ores and plants without doing anything other than continually mining? I'm only just now starting to gather fragments to fill my lexicon, but I've been able to see the ores up to Elemental Stones for quite a while now. I assume this is because I was breaking the "disguised" ores and thus gaining ChromaticCraft experience?
    Posted in: Minecraft Mods
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