I know about this, but not how to fix, seems like a bug with the NEI api for me, but I have no idea how to fix. If you can get a recipe of the Metal Press (like looking for plate recipes, you can press on all recipes).
There seems to be a problem in that when I have all the mods,(Techguns, CoFHcore, CoFHLib and Chisel) when ever I try to go into a world or make a new world the game crashes I do see the Title screen and the mods but when I jump into a world it crashes how can I possibly fix this?
Power them with Redstone Flux (RF), a common power api shared by many mods (thermal expansion, mechanism, enderio, ...). You can also disable the power requirement in Techguns config file if you do not want power requirement.
As in the slots for techguns mob spawning are still active when the mob spawning is disabled, resulting in a huge decrease in spawning of all other mobs.
If you disable the mob spawn in general, the dummy spawner gets not registered to the game, that way there is no interference with mob spawns. If you just set all spawnweights to 0 then it could cause problems.
I am using many mods that add new biomes. I am using a custom spawner mod to adjust mob spawning, and it shows all spawns in the game output, where I see a lot of dummy spawns. I have cofh core, so I'm going near one of the big glitched mobs and I'm going to use the said command.
EDIT: used the command, saw no unusual mobs
If it didn't say it killed techguns dummyspawns then there should be no problem.
What do the techguns dummy spawn mobs do? I'm asking this because I keep seeing massive bugged mobs around my world and the techguns dummyspawns are the only things I have so far thought to cause that.
The dummyspawns are registered to spawn by minecraft as natural spawn, when they spawn they get replaced depending on distance to spawn, biometype. This way I can implement a difficulty that increases when you are further away from spawn. The dummy spawns should not exist in the world, but instantly get replaced.
It seems there could be an issue with other mods that add biomes. Do you have mods that add biomes? If you have cofhcore, you can use /cofh killall to kill all npcs, and it also gives you a list of what it killed. So you can see if they actually exist in your world (which they should not).
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1.12 version is in the works. It's already quite far, not sure how long it takes for a release.
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There is a bug with military bases, disable worldgen.
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The 1.12 version has an own github:
https://github.com/pWn3d1337/Techguns2
And it's far from empty
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I know about this, but not how to fix, seems like a bug with the NEI api for me, but I have no idea how to fix. If you can get a recipe of the Metal Press (like looking for plate recipes, you can press on all recipes).
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post the crash log
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post the crash log
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DELETED
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No, that indicates redstone control, is the power bar full?
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does it have power? You need a mod that can generate RF power. Or disable power requirement for machines in config file.
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Because you do something wrong.
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they aren't
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I created a discord server for techguns: https://discord.gg/ztbsK6V
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Power them with Redstone Flux (RF), a common power api shared by many mods (thermal expansion, mechanism, enderio, ...). You can also disable the power requirement in Techguns config file if you do not want power requirement.
0
If you disable the mob spawn in general, the dummy spawner gets not registered to the game, that way there is no interference with mob spawns. If you just set all spawnweights to 0 then it could cause problems.
If it didn't say it killed techguns dummyspawns then there should be no problem.
0
The dummyspawns are registered to spawn by minecraft as natural spawn, when they spawn they get replaced depending on distance to spawn, biometype. This way I can implement a difficulty that increases when you are further away from spawn. The dummy spawns should not exist in the world, but instantly get replaced.
It seems there could be an issue with other mods that add biomes. Do you have mods that add biomes? If you have cofhcore, you can use /cofh killall to kill all npcs, and it also gives you a list of what it killed. So you can see if they actually exist in your world (which they should not).