A follow on from my previous post.. This casting delegate also doesn't connect t any connected AE cable, including EiO AE conduit upon loading my SSP world. If I replace the cable then connection completes. This is the same for the RoC auto crafting unit.
On a side note, I'm have a major issue trying to get the Chromaticraft casting delegate to function (at all) I have it positioned correctly above the casting table with the particle effects showing, it is fully charged and in LOS with a multi aura repeater. I have tried it with a chest above it, to the side of it etc etc and connected to my ME system to try that method. It will not craft any item when fed all the required materials. Is there any other item required to be added to the casting temple for it to function? I have got as far as entering the dimension, but I am yet to find, let alone complete any of the puzzles there..
OK I've figured it out - adding Chromaticraft was utilising some fluid ID's that rotarycraft had... more than likely my doing.. Any how.. The issue was I had the fluid storage drives partitioned with the respective fluids (Liquid nitrogen and jet fuel) and once chromaticraft was enabled, those fluids became a potion and chroma and would not let me interact with them till I had removed the precise partitioning from the respective drives.. Now to enjoy chromaticraft
I also can't understand it, but maybe it is not affecting the busses or interfaces themselves, but possibly the fluids? Is there a version of Extracells2 that is compatible with chromaticraft or are all versions compatible? I am also using the latest version of AE2 stuff for RV2..
It's a little confusing what is and what is not compatible, especially, when like myself you haven't played modded minecraft for a good 3 or 4 years.
Also is Chromaticraft still incompatible with RV3 of AE?
I decided to add Chromaticraft to my FTB infinity based pack (with rotarycraft, reactorcraft, electricraft and of course the dragonAPI already installed) on a world I've been playing on for a month or so.. I realise I will have to load additional chunks for pylons etc, also rolled back my AE2 related mods to RV2 versions, but I am having an issue with extracells2 liquids.. For instance, the export busses will no longer export their target fluid to their output (this gets messy where liquid nitrogen is involved) and as an example, I can no longer extract say a bucket of jet fuel or what have you from liquid terminals..
I realise I must be doing something wrong, but I would just love to be able to add chromaticraft in to the pack. As it stands I have to keep it disabled to play.
Reika, I have been wondering what resource pack you usually use? I have been using Faithful 32 ME for 1.7.10, which works fine with your icon textures if I load the resource pack whilst already in game, but when it is loaded prior to launching, some of your textures, namely certain upgrade items turn invisible with purple opposing corners.
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I just checked your crash report.. It might not be your issue, but your version of AE2 stuff isn't compatible with RV3 of applied energistics 2.
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Ah - I'm sorry to hear that! Out of curiosity - Have you updated any mods within your pack before the crash?
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I've had this, a simple relaunch fixed it for me?
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A follow on from my previous post.. This casting delegate also doesn't connect t any connected AE cable, including EiO AE conduit upon loading my SSP world. If I replace the cable then connection completes. This is the same for the RoC auto crafting unit.
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Yay thankyou
On a side note, I'm have a major issue trying to get the Chromaticraft casting delegate to function (at all) I have it positioned correctly above the casting table with the particle effects showing, it is fully charged and in LOS with a multi aura repeater. I have tried it with a chest above it, to the side of it etc etc and connected to my ME system to try that method. It will not craft any item when fed all the required materials. Is there any other item required to be added to the casting temple for it to function? I have got as far as entering the dimension, but I am yet to find, let alone complete any of the puzzles there..
Many thanks
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Think you've nailed the mirage on that, fair play!
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OK I've figured it out - adding Chromaticraft was utilising some fluid ID's that rotarycraft had... more than likely my doing.. Any how.. The issue was I had the fluid storage drives partitioned with the respective fluids (Liquid nitrogen and jet fuel) and once chromaticraft was enabled, those fluids became a potion and chroma and would not let me interact with them till I had removed the precise partitioning from the respective drives.. Now to enjoy chromaticraft
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I also can't understand it, but maybe it is not affecting the busses or interfaces themselves, but possibly the fluids? Is there a version of Extracells2 that is compatible with chromaticraft or are all versions compatible? I am also using the latest version of AE2 stuff for RV2..
It's a little confusing what is and what is not compatible, especially, when like myself you haven't played modded minecraft for a good 3 or 4 years.
Also is Chromaticraft still incompatible with RV3 of AE?
Many thanks
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I decided to add Chromaticraft to my FTB infinity based pack (with rotarycraft, reactorcraft, electricraft and of course the dragonAPI already installed) on a world I've been playing on for a month or so.. I realise I will have to load additional chunks for pylons etc, also rolled back my AE2 related mods to RV2 versions, but I am having an issue with extracells2 liquids.. For instance, the export busses will no longer export their target fluid to their output (this gets messy where liquid nitrogen is involved) and as an example, I can no longer extract say a bucket of jet fuel or what have you from liquid terminals..
I realise I must be doing something wrong, but I would just love to be able to add chromaticraft in to the pack. As it stands I have to keep it disabled to play.
Any help would be greatly appreciated!
Many thanks
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Reika, I have been wondering what resource pack you usually use? I have been using Faithful 32 ME for 1.7.10, which works fine with your icon textures if I load the resource pack whilst already in game, but when it is loaded prior to launching, some of your textures, namely certain upgrade items turn invisible with purple opposing corners.
Many thanks