Ohhhh that would explain it. I'll try those out then.They are not in the current version of TE for 1.7.X you have other options such as Extra Utils transfer pipes and nodes (though the energy transfer node is pricey), You can also use the ender IO item and energy conduits (my prefered ones) or AE2 P2P tunnels. I beleive TE energy cells are in however so you can use those to transfer power as well.
Oh also there are the mekanism pipes for power/item/fluid transport
Personally, I use EnderIO conduits for almost everything.Ohhhh that would explain it. I'll try those out then.
Personally, I use EnderIO conduits for almost everything.
You need to add a mob head to increase the mining level.One other thing, the tinker's construct tools will say "mining level obsidian" for example, but then I hammer away for like 5 minutes and it doesn't break obsidian. Is this a bug or am I missing something?
One other thing, the tinker's construct tools will say "mining level obsidian" for example, but then I hammer away for like 5 minutes and it doesn't break obsidian. Is this a bug or am I missing something?
Ok thanks. I'll keep that in mind.Yes, its kinda bugged.
The pack could go very well with Waila Harvestability. Would help noticing the problem, since the tooltip would says that you need Cobalt level to be able to harvest Obsidian.
This happens because the configuration to change item levels is not set to true. Being so, the obsidian is mined only by a Diamond pick(yes vanilla tools are not disabled and its an alternative) and since the diamond pickaxe mining level is Cobalt, you also need cobalt on tinkers pick to be able to mine it.
Without this setting, I believe boosting a bronze(or steel) tool will give the cobalt level needed for the obsidian.
TE energy cells should connect just fine to both those cables. Can you post a screenshot?[DOUBLEPOST=1413105838][/DOUBLEPOST]Ok 0.5.10 is live on Technic and should be live onOk thanks. I'll keep that in mind.
And last thing... TE energy frames don't connect to ender IO conduits or mekanism pipes... Is there any one pipe/cable that works for everything?
Use the Killer Joe from EnderIO. It needs a sword and nutrient distillant to run. I'd suggest using an Etheric Sword because that is unbreakable. You could also use autonomous activators + swords, iron spikes, or even steam traps.Thanks for all the fast updates
One thing I don't really know how to do in this modpack is grind mobs, without the MFR mob grinder I don't know how to kill mobs when i use Ender IO mob spawners
Well I was gonna plan on re-doing ore generation, but I'm not sure when the new CoFHCore will go public. The only reason to wait for 0.6.x is for fixed Thaumcraft biome generation. I do plan on disabling Witchery in 0.6 (it will still be in, just disabled by default) Other than those things, 0.5.x should be perfectly compatible with 0.6.x and onwards. I dont have any plans on adding mods that add new ores. If I ever do end up adding a mod that adds a new ore, you can always just retrogen it.I ran into an issue with my 0.5.6/0.5.7 world where it was eating 100% CPU on the server (to the point I couldn't log in). I don't have a problem recreating the world, but I'm trying to decide if I should go ahead and recreate on 0.5.10 or wait for 0.6. I don't want to end up having to travel way out to find ungenerated chunks to get newly added resources if/when I end up upgrading.
Hmm? It's been in since 0.5.9 xDI...
Want...
My...
BLOOD MAGIC!!!
>:C
Well I was gonna plan on re-doing ore generation, but I'm not sure when the new CoFHCore will go public. The only reason to wait for 0.6.x is for fixed Thaumcraft biome generation. I do plan on disabling Witchery in 0.6 (it will still be in, just disabled by default) Other than those things, 0.5.x should be perfectly compatible with 0.6.x and onwards. I dont have any plans on adding mods that add new ores. If I ever do end up adding a mod that adds a new ore, you can always just retrogen it.
Also any idea why your world was using 100% CPU, sounds like a problem with a mod.
Witchery is being disabled because it adds a lot of dimensions, and personally I don't think bundled with Galacticraft it's okay to have that many dimensions. So it will be disabled by default in 0.6.x. I will be releasing 0.5.11 soon which should have an alert (via YAMPST) warning people of Witchery being disabled by default.Honest question, why is witchery going to be disabled by default?
Also how does one retrogen, this would have spared me many a misery in previous worlds of mine...
Hi there!
First i want to thank you so much for your effort and keeping me busy and addicted the past weeks for over 80hrs of gameplay!
I have created 3 worlds one of which I got stuck in the moon (being a nubcake and all not reading tutorials of galacticraft fully, not knowing what to bring with me to the moon for the first time!) Lol i know it sucks right?
Anyways I have a very easy question that might be answered somewhere already but I couldn't find the answer for it:
In the NASA. Workbench when i put somethings (not all) to craft tier 1 rocket and when i close and reopen workbench GUI, all the items i just put, are gone.Is this a known bug or has it been fixed in GC updates? Does anyone know?
And again thanks again for keeping me busy so many hours! Great job and keep up the good work man!