Oh that's a shame, but I now see why it has to be like that..Anyways keep doing the good work!
f7 is your friendAnd what light level do they spawn in? It spawn in my house, fully lit. Is there a way you could modify that?
That's the only issue here...f7 isn't working, they are still spawningf7 is your friend
I think its because they may technically be animals, allowing them to spawn in daylight. Just a theory.That's the only issue here...f7 isn't working, they are still spawning
protected boolean isValidLightLevel() {
return true;
}
Thank you, so much. You are doing this pack a great service. I hope it gets modified.If I'm reading this right, it looks Dire Wolves are hard-coded to spawn in any light level, presumably because they normally only spawn in wintery biomes, and this would mimic the behavior of a vanilla wolf. I've submitted an issue on the Enderzoo github.
https://github.com/SleepyTrousers/E...pants/enderzoo/entity/EntityDireWolf.java#L75
Code:protected boolean isValidLightLevel() { return true; }
I just tested this, and found that I still get the crash for both known conditions - 1) looking at uses for planks or wool, and scrolling to the right past the Assembly Table recipes and 2) Looking at a recipe, exiting the world, reloading the world (without a client restart), then looking at the same recipe - is that working for you after upgrading?
I keep forgetting to ask: Are gas leaks supposed to spawn on land? I have found several along the shore in ocean biomes. This is 0.71, new world.
yep they are spawning for me to found a outta land "gas leak: sand blockI keep forgetting to ask: Are gas leaks supposed to spawn on land? I have found several along the shore in ocean biomes. This is 0.71, new world.
The problem is we only have two devs right now, and one of them has a real-life job and only works on robots.Well honestly it would help if someone actually reported this bug on the BC github. Maybe then it would actually get fixed...
Yes, but I also upgraded Applied Energistics as well. I made changes to the following mods:
Other than that I've made no other changes and I've not had an issue with looking up recipes. Give me 5 minutes and I'll test the crash you're having with my client and see if I can reproduce it - if I can I'll continue to hunt down the bug.
- Applied Energistics2-rv2-beta-10 ---> appliedenergistics2-rv2-beta-13
- CodeChickenCore-1.7.10-1.0.4.29-universal ---> CodeChickenCore-1.7.10-1.0.4.35-universal
- NotEnoughItems-1.7.10-1.0.4.83-universal ---> NotEnoughItems-1.7.10-1.0.4.90-universal
The problem is we only have two devs right now, and one of them has a real-life job and only works on robots.
Those things take time, and finding bug reports concealed in claims about a mod sucking is really not nice.
I've got a few questions for the folks out there playing 0.7.1, and please forgive me if I missed them in this post over the last couple of days,
I put lava crystal/smelting on a hammer as well as a lumber axe. Works great on the axe, and on Iron and Gold its amazing on the hammer. I place the blocks that Magical crops gives me and I get 2.5-3x ingots from them. However with tin and copper, when I use the smelting hammer I get apatite back rather than ingots. Is this intended?
Are gravestone crypts supposed to be spawning? How about Thaumcraft obelisks? I started a new world for the pack update and have explored out 1200-1500 blocks in all cardinal directions from my house and have had no luck with either.
What do you think? I mean, if an early essence seed recipe requires a higher-tier essence and others of the same levels don't, that may be intended and should be inquired about. If you're mining an ore and getting something completely different, it's obviously not intended. It's like asking if it's intended that chopping spruce down trees with your axe gives nether stars; that's obviously not an intended feature.
People had been asking for a means to get apatite in previous posts, I thought it possible that this was now a means of it. I thought it odd, but hell, enough is changed from the norm in this mod pack that I wasn't completely sure.
Hey now, no need to be quite so snarky about it. Admittedly this isn't the first time something odd has been happening with forestry's ores. Previously if you placed and broke a block of copper from forestry it would drop as a block of apatite.You're telling me that, by your logic, you believed that thephoenix lodge, in response to people's asking for a way to get apatite, put it in that putting autosmelt on a tinker's construct hammer and hitting copper/tin with it as a way to get apatite? And furthermore, that this was not mentioned anywhere, either in the changelogs, the questbook, or by thephoenixlodge himself, and that he's just expecting EVERYONE to just stumble across it on their own? Because that seems to be what you're telling me your logic is. To reiterate: that the modpack creator put in a ridiculously convoluted and nonsensical system of getting something people had been asking for with no documentation anywhere, which implies that he expects people to discover it of their own accord.
My post was in no way aimed at you but rather at all the people constantly complaining about an issue I was having issues reproducing myself to be able to report effectively. I appreciate all the work you guys do on BC and am quite the fan of the mod, which is why the pack specifically encourages the use of pipes.The problem is we only have two devs right now, and one of them has a real-life job and only works on robots.
Those things take time, and finding bug reports concealed in claims about a mod sucking is really not nice.
Are gravestone crypts supposed to be spawning? How about Thaumcraft obelisks? I started a new world for the pack update and have explored out 1200-1500 blocks in all cardinal directions from my house and have had no luck with either.