How about... not really what I'm looking for?How about the breakable bedrock mod?
Sent From My HTC EVO SUPERSONIC Using Tapatalk 2
Okay: let's restrict this to mods that are in FTB packs. Now what have I got?
How about... not really what I'm looking for?How about the breakable bedrock mod?
Sent From My HTC EVO SUPERSONIC Using Tapatalk 2
How about... not really what I'm looking for?
Okay: let's restrict this to mods that are in FTB packs. Now what have I got?
The block and item IDs in the AM2.cfg file have ID regeneration "starting points" as well as the individual values, as we know.Okay, is it just me or is there absolutely no way to change entity IDs for Ars Magica 2 or Better Dungeons?
I:mage_villager_profession_id=29
While KAMI isn't in most FTB packs, I do have it added to my own personal pack. However that's extremely endgame; I was looking to see if there was a magic-y way to harvest bedrock before delving into the depths of KAMI.there's also the charged ichorium pickaxe from thaumic tinkerer KAMI as well i believe
That's the ID for the profession, not the entity.The block and item IDs in the AM2.cfg file have ID regeneration "starting points" as well as the individual values, as we know.
However, entities do not, except for this one hidden line:Would changing this ID result in changing the "starting point" for all of the entity IDs? I'm not sure... but that's the only thing in the config that might help.Code:I:mage_villager_profession_id=29
... okay, so I'm wrong there. You've hit a dead end, apparently.That's the ID for the profession, not the entity.
http://minecraft.gamepedia.com/Villager#Professions_and_Careers
Better Dungeons and AM2 entities are conflicting, causing AM2 mobs to spawn in the BD dungeons via the single-use spawners.... okay, so I'm wrong there. You've hit a dead end, apparently.
Out of curiosity, why do you need to change the IDs anyway?
I made the same mistake at one time! Lol.I like the way you think
And you correctly worked out the problem too, my spot loader I was using for the pump setup was sat right next to the redstone torch I was using for the engines, disabling it.
So I was only getting lava transporting when I was in the nether. Derp XD
The wire glows for me. Are your particles on?Is there a way to make redstone/red alloy wire glow like it did in 1.5? In 1.6 it doesn't light up, only the texture changes.
Where can one find information on CoFH Capes these days?
Reposting since most of my questions are flat-out ignored. :|
Better Dungeons and AM2 entities are conflicting, causing AM2 mobs to spawn in the BD dungeons via the single-use spawners.
Okay, so I've now figured out that it is not an ID problem, but an AM2 feature*. The problem is I can't find this option anywhere.... okay, so I'm wrong there. You've hit a dead end, apparently.
Out of curiosity, why do you need to change the IDs anyway?
If I understand your question correctly, you need to add the chisel block IDs to the microblocks.cfg file in /config.Ive tried to ask this before and maybe i was answered but i cant seem to figure it out, how can i make it to where i can microblock chisel blocks?
Yes, the texture lights up (and dust emits particles), but it doesn't seem to actually light the way it did in old screenshots.The wire glows for me. Are your particles on?
Redstone Paste. I think. Never used it.with regards to microblocks, shouldn't you be able to place them in between pieces of redstone to keep them from connecting
or does anyone know a type of redstone wiring that works similiar to vanilla redstone?
You can apparently use the Naga from Twilight Forest to mine the bedrock lining the underground mazes if that's the sort of thing you're trying to do.How about... not really what I'm looking for?
Okay: let's restrict this to mods that are in FTB packs. Now what have I got?