Woot, now i can finally finish automation
Yes I fixed that in one of the recent Versions.
Woot, now i can finally finish automation
Yes I fixed that in one of the recent Versions.
The forestry dropbox link is dead.
The forestry DL 404'd. Try https://dl.dropboxusercontent.…orestry-A-2.3.1.1-700.jar.
thanks, but now the unidye dropbox is 404. Did Greg nerf dropbox too? damn u Greg! Everything is his fault!
(I stubbed my toe today too!)
thanks, but now the unidye dropbox is 404.
Bug Linus about it :p
Update completed I hope everyone took proper measures against the new rain / thunder mechanic
Updated:
Carpenter's blocks to 1.9.9
ExtraCells to 1.6.3bUnidye to 1.3.3 (Linus was probably updating it ;)) This crashes the server so not updating it today
Gregtech to 4.07h
industrialcraft exp to build #357
ironchest to build #675
Config:
Network anchor should work but its recipe is hidden, look in its op under crossmod compatibility for the gregtech recipe.
Backup:
A full backup has been made.
UNidye is once again down. Anyone have a mirror?
Anyone having this issue: Using Carpenter's Blocks variants of items (Doors and Beds) does not work with an empty hand (in adventure mode?); you must have a block or tool in hand to use them.
My pack is this server's pack with Gregtech J and IC2 364, so I'd imagine you guys are having similar issues, or are about to.
We have the exact same issue, plus the fact that Carpenter Buttons don't work.
This build of carp blocks seems to have broken a lot of things.
I loaded up without GT to test in a free-er environment. The problem is indeed Carpenter's blocks and it's only broken in Adventure Mode.
(I guess at least a 10% chance this mod goes the way of Forestry and stops supporting adventure.)
Posted on the Mod's forums.
http://www.minecraftforum.net/…s-and-more/page__st__1900
edit: Very fast response from the dev. "I'll look into it. For now just use a version prior to v1.9.9."
Is a revert needed or can we live with the work around for now ?
I spotted a IDSU fire on a pumping station on my way out to find a base. Owner put it out.
Good one Greg xD
Since someone put in a lot of effort to build a functional trading station at spawn I will do a ninja update of gt (and hopefully unidye) today. The trading posts don't work for OTHER players (I saw a changelog that it was fixed)
Update completed
Updated:
Gregtech to 4.07l
Industrialcraft exp to build #366 VERSION CHANGED (16:13 +1gmt)
Backup:
A full backup has been made
Some reliable information about crops now that I've bred them to high stats first hand:
- Growth >24 does NOT cause the plant to spread by itself. It will instead spawn weeds on adjacent crop blocks.
- This weed behavior does not prevent crossbreeding, but it will spawn weeds on the crossbreed sticks very often before an actual plant shows up.
- The spawned weeds grow EXTREMELY fast and have the same Growth statistic from the plant that spawned them.
- Growth >24 plants are immune to weeds, so they will not self-destruct.
- At nutrients value 0 (possibly the same with hydration?), plants will not grow and will spontaneously die. This appears to only be an issue in desert/ocean biomes.
It's also much faster to breed Stickreeds to 31/31/31 then rediscover other crops from it, than it is to breed up the stats for each crop independently.
If this is partially derived from what I had said on IRC, I hadn't meant to indicate that growth > 24 caused plants spreading themselves; I meant it would cause weeds.
Interesting to see that the weeds inherit properties from parent non-weeds. Being immune to weeds makes >24 actually viable.
The spontaneous death for nutrient 0: That still does apply to >24 plants?
Different plant types require some hidden total of nutrition, hydration, and air quality to grow and not die. Plants with higher total statistics may either require more totals or simply drain the totals faster. You can keep either or both of nutrient/hydration at 0 for some lower tier plants but not for others.
With what you've seen, providing you have a good consistent supply of fertilizer, and hydration and weeds are kept manually, are 31/31/31 plants useful, or not worth the trouble as I had indicated in my IRC post?
Yield per harvest is pretty ridiculous for high stat plants, breeding them is the hard part. I'd even recommend breeding perfect stickreeds and rediscovering other plants from that.
Right, but would you say 31/31/31 is manageable and better in many cases than 21/31/10 (which would get same harvest quantities after longer maturation, but cost less in upkeep)?
Upkeep? There's no upkeep. If you keep your plants in their own fields then high growth plants will not mess with anything else.
Upgrade completed
Updated:Unidye to 1.3.3
Gregtech to 4.07n
Industrial craft exp to build #369
Ironchest to build #680
Config changes:
Enabled ender chests but with a changed recipe
Enabled regular rc world anchors, please replace your existing personal ones. Personal anchors will be disabled next update.
Backup:
A full backup has been made
Invultri
Hello Players,
At the moment Extracells has broken the server such that it will no longer start up. I have posted it on the minecraft forum: http://www.minecraftforum.net/…ge__st__720#entry28201370 . Lets hope this gets resolved soon.
Resolved by updating extra cells to 1.6.7
Invultri