Yes, i guess. At least i could try.
Fantastic.
May i ask another question: what compatibility with TiCon were added in version 576?
Yes, i guess. At least i could try.
Fantastic.
May i ask another question: what compatibility with TiCon were added in version 576?
Could you give some advices on automating Fluidized bed reactor? Specifically for processing mazut. I'm struggling with the fact that all liquids go into one inner tank and mazut being heavier goes to the bottom of this tank so I can't find a proper way to extract only products of this reaction.
Fantastic.
May i ask another question: what compatibility with TiCon were added in version 576?
You theoretically now can use TiCo molten metals in molds.
As well, after a inspecting how to do Mine/ModTweaker support i decide to make my own independent recipe configuration file.
glass bottles would be fine, but without the tiny steel rods
It seems i did not read your post carefully. Someway i was thinking about tiny ingots, sorry.
They are here, named "barD10". I am using internal names of items for tooltip. I should translate them.
Quote from ZulfurlubakCould you give some advices on automating Fluidized bed reactor? Specifically for processing mazut. I'm struggling with the fact that all liquids go into one inner tank and mazut being heavier goes to the bottom of this tank so I can't find a proper way to extract only products of this reaction.
Hmm... may be i should add one more drain slot. Or you mean something more automatic, such as GT or buildcraft pipes?
ya in NEI it shows needing mold 227:11 so the recipie handler is goofed up a bit I think, but thanks I will give that a shot
bear989, toltips translated, glass bottles as recipe input for basic molds added.
Arwerious, IHL now have its own recipe config. Check ./config/ihl-recipe.cfg after fist launch of new version.
Zulfurlubak, now you can drain light products from chemical reactors using IC2 pump on side or top if block. Heavy products can be drained from bottom.
Version .580 is crashing with latest Gregtech 6.0.58
Caused by: java.lang.NoSuchMethodError: gregapi.recipes.Recipe$RecipeMap.addRecipe(Z[Lnet/minecraft/item/ItemStack;[Lnet/minecraft/item/ItemStack;Ljava/lang/Object;[I[Lnet/minecraftforge/fluids/FluidStack;[Lnet/minecraftforge/fluids/FluidStack;III)Lgregapi/recipes/Recipe;
at ihl.IHLMod.loadGT6Recipes(IHLMod.java:1212)
at ihl.IHLMod.postInit(IHLMod.java:417)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
Looks like API has changed.
Looks like API has changed.
Yes, it is. I uploaded fresh version of IHL to fit newest changes.
It seems that with Hardcore ender expansion mod installed, wailer no longer spawns in the end.
Does it uses some specific (vanilla) condition to spawn?
Does it uses some specific (vanilla) condition to spawn?
An exact code, which are in charge for Wailers spawn is:
BiomeGenBase[] biomes = BiomeDictionary.getBiomesForType(Type.END);
for(int i=0;i<biomes.length;i++)
{
if(biomes[i].biomeName.equals("Sky"))
{
EntityRegistry.addSpawn(LostHeadEntity.class, 50, 1, 10, EnumCreatureType.monster, biomes[i]);
}
}
This code means, that Wailers will be spawned if there is biome with name "Sky" in biome dictionary for type "END".
Hardcore ender expansion do so:
public final class BiomeGenHardcoreEnd extends BiomeGenEnd{
public static float overworldEndermanMultiplier;
private List emptyList = new ArrayList();
public BiomeGenHardcoreEnd(int id){
super(id);
theBiomeDecorator = createBiomeDecorator();
}
public void overrideMobLists(){
spawnableMonsterList.clear();
spawnableCreatureList.clear();
spawnableWaterCreatureList.clear();
spawnableCaveCreatureList.clear();
Display More
...effectively removing all mob spawns added before mod post init, if i'm not wrong.
You may contact mod author and ask him to remove only vanilla enderman spawn to preserve other mods mobs.
On unrelated news, i created new block and item with limited use. Switch unit and data cables. It could help to create redstone schemes more easily and a little bit more compact. It hard to understand concept even if i made a couple of screenshots, so i made a video:
https://youtu.be/aPS9VAB5Yw8
If you are expirienced IHL player you may skip playback to 13:33
Look (Attachments).
Why Waila does not show liquid?
Why Waila does not show liquid?
To avoid a certain IC2 network bug instead of creating my own network to sync client and server TileEntity fields i decide to sync only two integers - fluidId and fluid level.
It seems Waila get information only from client side.
made an account here just to say how great this mod is. i also think this would get tons more traffic if it went up on the minecraft forums. it really deserves more attention. thanks a lot for your hard work!
Thank you!
To avoid a certain IC2 network bug instead of creating my own network to sync client and server TileEntity fields i decide to sync only two integers - fluidId and fluid level.
It seems Waila get information only from client side.
I play in Single Player. not server
I play in Single Player. not server
From a certain version of Minecraft it uses internal server to run single player game.
From a certain version of Minecraft
1.3 onwards
If found a exploit for ya, Gyubnera ore when placed and mined gives xp again, also with it dropping as an ore block should it really give xp in the first place?
If found a exploit for ya, Gyubnera ore when placed and mined gives xp again, also with it dropping as an ore block should it really give xp in the first place?
Well... no.
Good day.
I was tinkering around while spot some visual bugs:
Switch unit get smaller when lever is placed near.
http://i.imgur.com/wWBtaiy.jpg
And all cables are red, does it intended to be like this?
http://i.imgur.com/rCWCqvm.jpg
And all cables are red, does it intended to be like this?
Good day to you too. No, it doesn't intended. Thank you and thank A. Bear Hamman, all fixed.