You're welcome. You can edit your initial post to add additional information instead of posting twice and having it automatically merged.Cool! Thanks for all the great help man![DOUBLEPOST=1402005925][/DOUBLEPOST]Does anyone have any cool, glass type base ideas?
Cool! Thanks for all the great help man![DOUBLEPOST=1402005925][/DOUBLEPOST]Does anyone have any cool, glass type base ideas?
Thaumcraft 4.1, what determines which objects you can use the thaumometer on?
As in at the start you can only get research points from certain things and you "lack the understanding" to do the rest but you open up more as you progress through. So what's the determining factor? Aspects unlocked? Specific things researched? A percentage of stuff researched?
mind me asking but how many items can the itemducts for TE hold?
i found out i had to much charcaol running through them in my AS world lagging me badly
Thanks for the help
You should probably go to the ATLauncher forum for ATLauncher related information.Is it ok to talk about the modpack on the at launcher here?
You have to know the aspects that make it. For example, a torch only has Lux. Lux is Aer and Ignis. So, to scan a torch for its Lux, you need to understand Aer and Ignis first.Thaumcraft 4.1, what determines which objects you can use the thaumometer on?
As in at the start you can only get research points from certain things and you "lack the understanding" to do the rest but you open up more as you progress through. So what's the determining factor? Aspects unlocked? Specific things researched? A percentage of stuff researched?
Unlocled aspects, all unlocked aspects or aspects that can be gained from combining those aspects can be scanned.Thaumcraft 4.1, what determines which objects you can use the thaumometer on?
As in at the start you can only get research points from certain things and you "lack the understanding" to do the rest but you open up more as you progress through. So what's the determining factor? Aspects unlocked? Specific things researched? A percentage of stuff researched?
3. Intentional. It is not meant to be infinite durability like Bound Armor.Here's a couple concerning BM again... D=
1. Is it possible to have an autonomous activator/turtle/other kill mobs with the sacrificial dagger and supply the altar with LP? It only wounds them.
2. How close to the altar does the master ritual stone of the well of suffering ritual have to be?
3. Why is my sanguine helmet taking damage?
4. My sigil of elemental affinity will not enter a filled socket. Intentional?
5. The sigil of the dome removes plants that were on top of the fluid (lily pads, reeds...). Buggy?
6. Sometimes I seem to be losing a very small amount of LP per few ticks, and I can't figure out why; everything is deactivated. It stops soon enough, but it's just annoying.
I think it's still possible.This has probably been asked before but I figured I'd just double check. I have been away from the FTB scene for awhile so I am not really updated on a lot of the recent changes. The last time I played I remembered that one needed to add a peripheral to mining turtles to get them to chunk load themselves. Is this still true/possible? The main thing that I want to do is have a turtle make strip mines for me so that I can easily head down to my mine and have neat strip mines ready to be explored.
He asked if it as "ok" to talk about the AT Launcher modpacks on here, he didn't ask for more information about it. You told him to go to the AT Launcher forum instead of answering his question?You should probably go to the ATLauncher forum for ATLauncher related information.
Yes, it is perfectly fine to talk about other launchers on here, this place has really become a forum to talk about mods in general!Is it ok to talk about the modpack on the at launcher here?
ahem* Anyway... how would one contribute to the wiki, and in what way?
Here's a couple concerning BM again... D=
1. Is it possible to have an autonomous activator/turtle/other kill mobs with the sacrificial dagger and supply the altar with LP? It only wounds them.
2. How close to the altar does the master ritual stone of the well of suffering ritual have to be?
3. Why is my sanguine helmet taking damage?
4. My sigil of elemental affinity will not enter a filled socket. Intentional?
5. The sigil of the dome removes plants that were on top of the fluid (lily pads, reeds...). Buggy?
6. Sometimes I seem to be losing a very small amount of LP per few ticks, and I can't figure out why; everything is deactivated. It stops soon enough, but it's just annoying.
Yes, it is perfectly fine to talk about other launchers on here, this place has really become a forum to talk about mods in general!
As long as you don't compare launchers, it's completely permitted.
I recommend selecting one mod that is compatible with every other mod to keep generating the ores, Thermal Expansion is really the best for this.Question. I made a 1.7.2 mod pack just cause. But I just noticed a big problem. The ore generation SUCKS. As in, so many mods have conflicting ores that I end up with a bazillion of the same ores and dont see hide nor hair of anything else.
Yes, I use a lot of mods. But I find them fun. but I wanted an opinon on how I could fix this. I figure this current world will be dead if I make changes so I want to do this before I get invested in a world. As it is now I have
Tinkers
Buildcraft
IC2
Metallurgy(I like this mod for some reason)
AE2
1 day in, Ive yet to see any AE2 ores but I have enough copper to make a lifesize copper dragon statue. I know fixing configs will be my problem. But could someone point me in the direction of what I need to do to fix this problem? I havent checked out all their configs but should I do something like disable copper for all the mods except 1. Maybe boost AE2 quartz gen by some small bit? I dont want anything unbalanced but I have about 7 iron and 5-6 stacks of copper. So I figure this current world is a wash as the ore gen is atm.
I recommend selecting one mod that is compatible with every other mod to keep generating the ores, Thermal Expansion is really the best for this.
Then disable all same ores in every other mod that adds world generation, obviously leave the unique and mods that add different ores that aren't repeat n other mods.
You can disable all ores in the mod configs, they should have a "world generation" text file in them, it will pretty much tell you how to change it in there.
You won't really unbalance things, since most mods are compatible with each other.