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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Technomancy version 0.12.1 is release! You can get it here: http://minecraft.curseforge.com/mc-mods/229912-technomancy/files/2258849 Changelog: Added Affinities and Existence Levels Added way to seal villagers' powers Added Packet Handler Fix console spam Fix prefab labels not working on...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    There is a short description of most of the items/blocks in the original post if you want a general impression. There are some mod spotlights but most are outdated and contain obsolete information. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    I bring to you a new version Technomancy 0.12.0A http://minecraft.curseforge.com/mc-mods/229912-technomancy/files/2255255 It's basically a hotfix for server crash.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Kill a Villager who's holding a fire gem in a vilage and there is no more village (except if there is some water nearby). Kill a Villager who's holding the wing in a vilage and the villagers outside their houses will perish. Kill a Villager (it's actually almost impossible) who's holding the...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Technomancy version 0.12.0 is released! You can download it here: http://minecraft.curseforge.com/mc-mods/229912-technomancy/files/2254965 Changelog: Added Existence System: - Three types of producers (one mobs, one mobs + RF, last passive see new rituals) - Three types of transmitters...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Go for the release. As for the wand of the forest functionality it's a no. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Changelogs were a bother but thanks to Github, it's easy to track changes down now. I don't understand though why Some modders choose not to have them. Edit: no worries, it's not like our thread's overflowing with such questions. Come here anytime you have issues.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Your config is fine and it doesn't seem to be a cross-mod integration problem. In the new world, try scanning a Silverwood wand to see if the research appears. Can you also give me your Forge Version? We're compiling with the recommended version so it should be at least as recent. A last...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Can you please take a screenshot of the items section in the tehnomancy config file? Also, can you try removing all Thaumcraft addons and check if you have the same issues.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    I see... I'll look into it. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    That might be a bug. Can you post a screenshot of the capacitor in your inventory. Also no build today. Still got some render work to do for the new system.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Coils don't link to each other but to other devices. Right click on a item coil and then shift right click on the inventory you want to pull item from. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Clever Mechanics. Basically, you'll have to input different types of fuel and stuff. I haven't got all the details figured out but it's going to be cool. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    I'd say it'll be computer heavy and if I ever decide to implement your idea, I'll make it much less complicated. As for the new power generation method. It's going to be a sort of multi-block. It should be done this week or the next one so you'll see. Its threshold should be able to reach way...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    I don't think I want to have something like. I already have something planned for stronger power generation and this seems overly complicated. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Regardless wether it's hard or not to do, Technomancy lacks a progressive Tech tree which is something I've been meaning to change progressively. I think your suggestion is actually a good way to start. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Seems like good ideas. We'll see what we can do. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Mordenkainen now maintains his own mod. Check it out at http://forum.feed-the-beast.com/threads/1-7-10-equivalent-energistics-autocrafting-with-emc.95847/. Sent from my iPhone using Tapatalk
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    http://minecraft.curseforge.com/mc-mods/229912-technomancy/files New Technomancy version. Next will be a full release.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    If you think it's too cheap, by all means make it more expensive. There is an option in the config. Sent from my iPhone using Tapatalk