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    posted a message on ChickenBones Mods
    I too am seeing the same problem as airlag and DenneyMS, except in my case it is with build craft pipes. From my testing items that enter an ender chest via pipes do not cause a save, so when you save, exit, and reload, the items are all gone.

    I seem to recall this being an issue a while back, and it getting fixed. It looks like it has cropped up again.

    This was tested with Ender Storage 1.3.1.1, chicken code core 0.7.1.0, and build craft 3.4.3.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    I have run into a problem with 2.1.7. Buildcraft waterproof transport pipes are no longer connecting to the inputs or outputs of thermal expansion machines (or at least the liquid transposer and aqueous accumulator). They connected correctly with 2.1.6, but no longer do so.

    I have the most recent version as of 1:45 PM EST.

    Edit:

    The aqueous accumulator does still output water to the non-connected pipes. However the liquid transposer does not take fluid in.
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Modded Lets Play series
    Suggestion

    I would be useful if in either the OP, or someplace linked in your videos, if you gave a list of the programs you reference in your lets play (probably as pastebin links), That way those of us interested in picking apart your computercraft work could access them.

    I, for example, am looking for your bee analyzing program, and having no luck finding it anywhere.

    Would this be doable?
    Posted in: Let's Plays
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Is it intentional that your dusts and IC2s dusts are not ore dictionaried to each other?

    It is not a problem per se, I am mostly just curious. I can't think of much that actually uses the dusts directly except for IC2 bronze creation and Electrum creation, but it just seems a bit off since they both have ore dictionary entries, but are different entries.

    I think your dusts are defined as ironDust and IC2s are defined as itemIronDust (with obviously iron replaced with gold, silver, copper, or tin for the other shared types), but I don't have the game in front of me to check.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from Demork

    Move the same 4 turbines 2 blocks away and give them each seperate gold pipes and they only reach 25% power cap and dont lose steam and still siphon off some for tank.


    How many gold pipes are you using? Each gold pipe can carry 40 units of steam per tick, and a steam turbine consumes 160. You need 4 separate gold pipe steam lines running from your boiler to your turbine to run the turbine at max capacity. From the sound of thing you are only using one pipe line, which explains the 25% production.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from RebelKeith

    We don't remove the emerald trading options, we just add new ones, you have about a 50% chance to get an emerald trade, and a 50% chance for a met trade. Also there already is a config option to disable met trades if you would rather do that.


    Did that just get added in 2.1? I promise I looked before I posted, and didn't see the option. Of course blindness on my part is also possible.

    I appreciate your assistance.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Okay ran across a mod compatibility issue.

    Since you replace all of the basic trading options with ones that use your coins, it really screws with trading when other mods (like forestry) add trading options. Yours are in coin, theirs are in emeralds. Since the only real way to get emeralds is through trading, it makes those trade basically impossible to do.

    Not sure what the best option here is. Is it possible to add an option to turn off the trading replacement to improve compatibility with mods that add trading? Or perhaps a fairly common trade that allows for conversion between coins and emeralds? I expect removing precious metals would work, but silver is needed going forward.

    For those who asked, yes the mapping program I used was Minutor. Even with its poor mod support it is still the best mapping program out there, although I understand the the author is looking at improving mod support in the future.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Shadowclaimer

    What biomes are above these?


    The image I showed had mixture of biomes. They were mostly ExtraBiomesXL biomes though, so to eliminate that as a possibility I removed all mods from my game except for Metallurgy. This was the result.

    Sample

    You still see the characteristic lower ore density in the areas along the initial axis. The area near the top of the map has a signifigantly higher density, too high to just be random luck.

    The second image is a surface level image for reference. These images were generated with only Forge and Metallurgy installed.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I've noticed what looks like a ore distribution problem with the mod.

    Sample Image

    The start point of the map is in the lower left side.

    You will notice that along the left right axis on the bottom of the map the ore density is basically zero. The sample image above is down fairly low looking at an area where everything should be spawning (level 12 to be precise). The bottom section has almost none of the metallurgy generated ores. The top section is correct. Most of the empty spots in the bottom (Minutor does not handle mods well) are ores generated by IC2.

    I see this problem on all created maps. The sample map was created by the most recent version.

    If you need my config files, and mod list I can get that.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    I am having a problem with Flora and Soma. Barley does not grow unless a block is updated nearby. For example placing or breaking a torch in the nearby area is sufficient to make it update. The berry bushes appear to work as expected.

    I noticed the problem in version 0.3.8 using forge version 90. I updated all relevant code to current versions (0.3.11 for Flora and Soma and version 105 for forge), but the problem continues. I also removed all other mods and the problem persisted.

    My Modloader.txt file follows for the run with just Flora and Soma

    May 3, 2012 6:47:48 PM ModLoader init
    FINE: ModLoader 1.2.5 Initializing...
    May 3, 2012 6:47:48 PM ModLoader readFromClassPath
    FINER: Adding mods from C:\Users\Athelred\AppData\Roaming\.minecraft\bin\minecraft.jar
    May 3, 2012 6:47:48 PM ModLoader readFromClassPath
    FINER: Zip found.
    May 3, 2012 6:47:48 PM ModLoader setupProperties
    FINER: SPAWNER_ALLOW_ON_INVERTED set to true
    May 3, 2012 6:47:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_MinecraftForge 3.1.3.105" from mod_MinecraftForge.class
    May 3, 2012 6:47:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_4096Fix v4 for 1.2.5" from mod_4096Fix.class
    May 3, 2012 6:47:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_BE MC: 1.2.3 ; BE: 1.2.3" from mod_BE.class
    May 3, 2012 6:47:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_CodeChickenCore 0.5.2" from mod_CodeChickenCore.class
    May 3, 2012 6:47:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_NotEnoughItems 1.2.2" from mod_NotEnoughItems.class
    May 3, 2012 6:47:48 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Athelred\AppData\Roaming\.minecraft\mods\Flora-Soma-0.3.11.zip
    May 3, 2012 6:47:48 PM ModLoader readFromModFolder
    FINER: Zip found.
    May 3, 2012 6:47:48 PM forge.ForgeHooks <clinit>
    INFO: MinecraftForge v3.1.3.105 Initialized

    May 3, 2012 6:47:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_FloraSoma 0.3.11 Height" from mod_FloraSoma.class
    May 3, 2012 6:47:48 PM ModLoader init
    FINE: Mod Loaded: "mod_CodeChickenCore 0.5.2"
    May 3, 2012 6:47:48 PM ModLoader init
    FINE: Mod Loaded: "mod_MinecraftForge 3.1.3.105"
    May 3, 2012 6:47:48 PM ModLoader init
    FINE: Mod Loaded: "mod_4096Fix v4 for 1.2.5"
    May 3, 2012 6:47:48 PM ModLoader init
    FINE: Mod Loaded: "mod_BE MC: 1.2.3 ; BE: 1.2.3"
    May 3, 2012 6:47:48 PM ModLoader init
    FINE: Mod Loaded: "mod_NotEnoughItems 1.2.2"
    May 3, 2012 6:47:48 PM ModLoader init
    FINE: Mod Loaded: "mod_FloraSoma 0.3.11 Height"
    May 3, 2012 6:47:48 PM ModLoader addAllRenderers
    FINE: Initialized
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    Two quick questions:

    1. Does Durability stack with the unbreaking enchantment? I assume so, but it bears checking before I spend xp on enchanting.
    2. Does the 80/20 rule apply to self repair, or does it work more like durability? I.E. does a tool with a moss infused stone handle have a 20% chance of repairing a durability every 5 seconds, or does it just always repair? It looks like that may be case from my experiments, but it is kind of hard to tell.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    There seems to be a problem with the copper and tin ores. They mine very slowly (~15 seconds) with a stone pick. I went back to 1.1, and confirmed this was a change from 1.1. They appear to mine normally with iron and above. IC2 copper and tin mine normally (This is not really relevant except to say that the problem is not general).

    Otherwise it seems really good so far.
    Posted in: Minecraft Mods
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    posted a message on Minutor - OSX/Linux/Windows 2.0.1
    Just out of curiosity, is there any way in Minutor to allow for coloring of arbitrary block IDs to allow for support of modded blocks? I have looked, but do not see a way?

    If not I might have to take a look at the source, and add it myself. My c++ is getting a bit rusty anyway, so a refresher might be good.

    Edit:

    I took a look at the code, and modified it so that it had spaces for block ids up to 255 and added entries for my particular mod set up. It is not applicable in general of course, but if anyone is interested I could point out the relevant modifications needed.

    It might be a good idea to make a more general solution at some point. If done properly it would prevent the need for recompilation when new blocks area added as well as allowing for arbitrary blocks to be added. This may be more relevant as Mods start to take advantage of the 4096 block IDs.
    Posted in: Minecraft Tools
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    So interesting problem.

    I have MCE, Industrial craft, Build craft, and all of Xie's mods installed. As far as I can tell everything functions correctly in so far as the mods themselves are concerned. However with a few blocks I get overlayed sprites. This only occurs (at least visibly) on blocks that have transparency (in this case it occurred on some of Xie's new saplings). I have no item or block conflicts that I can find. I have attached an image of the problem below.



    You will notice that on of the saplings is overlayed over the base cobblestone texture (I use a texture pack) and another is overlayed over the web texture. If I remove IC this does not occur. So something is conflicting there, or there is something when you get above a certain number of block IDs (IC has alot of block IDs)

    Any ideas?
    Posted in: Minecraft Mods
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    posted a message on [v.1.5_01]Syrup's Mods: Furniture, Stained Glass, Tweaks!
    I have an interesting conflict problem that I hope someone in the peanut gallery might be able to help me with.

    I have Industrial craft installed. I can install *either* fancy pack or expanded farming with it. If I install both I get a black screen. Just to make sure I tried installing Fancy Pack and Expanded farming on a fresh BIN file, and everything worked well. It is only when I install all three that I get badness. As far as I can tell there is no block id conflict, and the fact that I can install either one of them and it works happily backs this up.

    So to summarize:

    Industrial Craft + Fancy Pack == goodness
    Industrial Craft + Expanded Farming == goodness
    Industrial Craft + Fancy Pack + Expanded Farming == sadness

    Any ideas? Right now I am running Industrial Craft + Expanded Farming, but would really like to add the decorative blocks from Fancy Pack.
    Posted in: Minecraft Mods
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