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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Node caps are a value that each node has. It is the maximum of one type of essentia a node can reach. This value cannot be modified but you can add aspects to the node. As for creating the node, you need to put auram or vitium in the generator but it doesn't seem to work well.
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    Which version? It seems to be working in 1.7

    Which version? It seems to be working in 1.7
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Thanks for reporting. Those are easy bugs to fix so look forward to another beta soon. Also the reconstructor has been completly disabled for now.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Technomancy 1.7.10 0.9.0 beta b I fixed all four dynamos. That is pretty much it for the update.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Most of them don't cause any real trouble. They are mostly errors in calculations. For example, processors take way too much fuel.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    There are a few bugs lying around but you can disable any blocks or items so it shouldn't cause any problems
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Technomancy 0.9.0 beta a Thaumcraft and TE modules updated. There are still a few bugs to fix but I am mostly done.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Open the Technomancy rar with a rar editor and delete the cofh package. That should fix it. Probably something like releasing the potential of redstone to act as a bridge in between nature's aura and electricity
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    It would be way easier to just put a quarry and dig for it but it isn't a bad idea. I might implement it.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    They do work for me though. I don't know what to say.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Since botania has only added code and not changed much by was of API, 90% of the compatibility remains.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Thanks for the report. Still a beta version, some stuff need to be fixed.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    I haven't got any plans for them yet.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Most likely nothing new. The old machines will all work except for the essentia reconstructor.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    A little less than half is actually working in-dev.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    1.7.10 version is coming in a few days.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    It will still be a while before this block appears. There are a lot of bugs that I need to deal with and some are extremely hard to fix. Sent from my Wireless Essentia Coil
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    I'll probably have it pick up specifically pulverizer recipes with a secondary output. Although, I don't plan to make the secondary output random but accurate. For example if you have a 50% chance of getting a secondary output every 2 iterations you'll get one. Sent from my Wireless Essentia Coil
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    This seems interesting. I'll implement it for sure.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    I am doing what I can :) thanks. Quantum Jars are quite the trouble. Also for the essentia coil, just go into the config and turn off the animation within the config. They spawn a special particule from Thaumcraft. Unfortunately I can't seem to be able to create one of those correctly, I'll...