Could anyone explain to me how to use the range trigger? Looks like I'm too stupid for it
How do I have to configure it if I want a redstone sigal if my storage is between 2 values?
Like I want a) a signal between 10mio and 70mio (so my generators start producing)
and b) a signal between 70mio and 80mio (so my massfab runs if I got too much energy)
Does any of the helmets also generate light or are they just the "normal" helmets + recharging via solar cell?
Any chance we might get some visual representation other than just numbers for the panels?
Some little bars would be cool
Btw, is there any way to activate the monitors without supplying a redstone signal to them?
Just got this one when I tried to enter the nether:Code
java.lang.NullPointerException at abr.mPBiomeRarity(WorldGenMinable.java:168) at abr.a(WorldGenMinable.java:110) at chb.mods.mffs.common.MFFSWorldGenerator.generate(MFFSWorldGenerator.java:47) at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:82) at im.a(ChunkProviderServer.java:243) at zs.a(Chunk.java:1239) at im.c(ChunkProviderServer.java:137) at im.d(ChunkProviderServer.java:150) at xv.e(World.java:496) at yi.a(SpawnerAnimals.java:26) at yi.a(SpawnerAnimals.java:98) at in.b(WorldServer.java:120) at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:662) at ho.r(DedicatedServer.java:252) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:592) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499) at fy.run(SourceFile:856)
It's now official that we won't see the modding api in 1.4
Instead they redo the lighting system
They could've just made the modding api and we all could use the sonic ethers shaders for much better lighting -.-
Oh and btw there have been some statements from notch about releasing the unobfuscated sourcecode or at least
giving mod developers access to it. But oh well notch has said many things the last few years
Well according to your changelog it should be fully disabled (if this is not the case and intended could you please add a config option for disabling it?)
However it's still active in the code.
Well I had a loaded and charged cropmatron right next to it and the crops broke when I just walked through them to
access the cropmatron.
When I come near them many blocks below crops still turn to dirt in smp (bukkit)
And this results in crop sticks being dropped and seeds being lost
Even after the update to 1.103
Does anyone have a 1.97 compatible version?
FenixR is right
And now I'm sad again
Guess this would've been to good to be true
Haven't tried it yet but does this mean what I think it means?Quote
- Fixed Water Mills not accepting water cells and BuildCraft liquid containers until a water bucket is placed
I might have found a solution:
It needs at least 2 blocks of redstone running straight from it
So like this:
- - X
(X is a switch cable, L is a lever)
Also the first redstone directly next to the cable needs to be vanilla redstone.
I'm unable to harvest jungle-leaves with it. When I destroy a leave block of those jungle-trees they disappear, however I can't walk through the space where they were (it's like hanging when I try to get there) and when I try to place a block on that space the leave-block appears again.
Is anyone else having this problem?
The splitter cable is the switch cable, however it seems that it doesn't work atm.
Can we expect a fix for that soon?
Happended to me now at least 4 times with electric wrenches although I created each of them after the update.
Although it's just a "feeling" and thus very subjective I think at least
the chainsaw's damage is now (1.64) lower than before (1.43)
I need 10-12 strikes to kill a zombie (10 hearts) and I definitly think I needed less on 1.43
For tin you can craft cells, ...
but what can you do with copper?