Got a pretty weird bug with build 500, rubber tree sap cell can be made from any fluids?
Also opening the gui of evaporator crashes the game:
http://pastebin.com/JWbXpQTK
Got a pretty weird bug with build 500, rubber tree sap cell can be made from any fluids?
Also opening the gui of evaporator crashes the game:
http://pastebin.com/JWbXpQTK
Yes, found that. Its a heavy collector version, right? That caused, because i forgot to override one function from "normal" collector class. "Hotfix" version is released (0.493-1.7.2). Wait, until invultri would update server.EDIT:
I have found two things, that i didn't know before:
1. Function "EntityRegistry.findGlobalUniqueEntityId()" ridiculously buggy,
2. There is only 256 free IDs (according FML source from MC 1.6.4).
But somehow i managed to beat that bug. Version ihl-tools_n_machines-0.496-1.7.10 works with ThermalFoundation-[1.7.10]1.0.0B1-2 (at least at SMP on my assembly).
Ok it works smoothly now
Hello, it seems that the entities in this mod are not registered properly, causing other mods to crash.
more info can be found at
https://github.com/Dolu1990/ElectricalAge/issues/66
https://github.com/CoFH/ThermalFoundation/issues/9
http://pastebin.com/v1Sy8twW
Umm, some kind of conflict with GT?
Gregtech VS Terrafirmacraft, which one's harder? What's it like with both?
Better combine these two.
I can see great potential in this mod.
However it needs a bit balancing atm, since it requires huge amount of materials to build a multiblock reactor and I've just tested it with two turbines, no matter what I put in the reactor it produces constantly 7 eu/t....
Found a possible exploit:
Using Thermal expansin rich slag you can duplicate Platinum by smelting Pt dusts inside an induction smelter and re-macerating
Since rich slag is pretty easy to obtain (20% chance to get one while smelting iron/copper/tin ore and etc.), i'd like to suggest remove the corresponding smelting recipe.
Just a suggestion:
Add distillation tower (multiblock structure) to process various liquids.
For example buildcraft oil can be processed into different kinds of fuels and something like a polymer, which can be a replacement for rubber and probably carborn plates
The wiki could be helpful:
http://en.wikipedia.org/wiki/Oil_refinery
Which Craftingtable did you use? It's either the Craftingtable or NEI, which is causing that, if your Inventory is too full. I don't manage Crafting Recipes, I only add and remove them.
I guess CJ is just removing the Furnace Recipe for Refined Iron and then registers "ingotSteel" as "ingotRefinedIron". At least, this is how I'd do that.
Just made two screenshots with both option turned on :
Without gregtech installed:
http://i928.photobucket.com/albums/ad128/w…zps29295555.jpg
(rc steel only)
With gregtech installed:
http://i928.photobucket.com/albums/ad128/w…zps576c95be.jpg
(a mixture of greg/rc steel and refined iron)
edit:
It is confirmed that steel ingot is registered as "ingotRefinediron"
but Rc didn't remove the furnace recipe for refined iron
In the config file of RC there is a part for ic
####################
# refinediron
####################
refinediron {
#
# change to 'disable=true' to prevent Refined Iron from being used in any IC2 recipe. Use in combination with 'useSteel'
#
B:disable=false
#
# change to 'useSteel=true' to enable the use of Steel in any IC2 recipe that requires Refined Iron
#
B:useSteel=false
}
If you use true for both it will replace all refined iron with RC/greg steel.
I was planning to use this on my hardcore server (since steel is more realstic to be used in machines ) but just found it no longer working.
btw does anybody know a mod that can alter/remove IC2 recipes? Tried customstuff but not working
It seems that gregtech is disrupting the railcraft fonction to replace IC2 refined iron (in machine recipes) with steel.
It worked with an older version of gregtech, does it prevent other mods from modifying IC2 recipes now?
use can only create ForceEnergy (forcicium/-cell in middle slot)
OR
create forcicium (forcicium cell in right slot) ......Only one thing is possible on same time
Ok thx I thought that it was charged by forcicium lol
Just found another problem (not a bug), when the generator runs out of power and the force energy production rate can't match the consumption rate, it will continuously try to generate a shield, which, collapses the next second due to the lack of power. I've also noticed that before creating any field blocks it requires a large amount of CPU time to calculate, especially when the shield size is large enough (i.e. 64x dome).
If this happens on a server, it could lag out the whole server and the only way to stop this will be removing the mod.
So I'd suggest add some time between each try to generate the field, to prevent people from using this mod as an anti-server weapon
Here are some screenshots
Can't drop forcicium in this slot while there is a cell on the right:
http://i928.photobucket.com/albums/ad128/wormz0001/01.jpg
Supplied with bc power, it gets free forcicium out of nowhere
http://i928.photobucket.com/albums/ad128/wormz0001/02.jpg
http://i928.photobucket.com/albums/ad128/wormz0001/03.jpg
http://i928.photobucket.com/albums/ad128/wormz0001/04.jpg
Btw I'm using forge 436 and bc 3.2.2