They're upgrades for the magnetostatic and other tiered engines (I think only the pneumatic one also applies).Hi! Looooong time lurker here. Does anyone know what the little arrow-on-a-square upgrades for the latest version of Rotarycraft do? I can't seem to find anything about them online.
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What is the normal development cycle of a FTB modpack update? I'm wondering when Monster 1.1.2 will become the recommended build and all I can find is that it will follow the normal development cycle.
Monster 1.1.2 will be the last update for the pack. Whether or not they'll change to make it the recommended build I can't say.
http://forum.feed-the-beast.com/threads/the-state-of-1-6-modpacks.45809/
I:"Sakura Tree Spawn Range"=32
I:"Sakura Tree Spawn Rarity"=10
I'm playing agrarian skies and my AE system won't Auto-craft things. It will craft things if all of the ingredients are in the system, but it won't auto-craft things that it needs. For example, I have Jungle Logs in the system and the pattern for planks in the auto-crafter, but it won't craft planks to make pistons.
I'm not sure if it's a bug or not, but it's rather game breaking on something like agrarian skies. Is there a way to fix this? I know ME Interfaces have an option to craft things that is needed or not, but was something implemented into AE or something?
The island isn't that big yet, yet alone the ae system. Most of my automation is still using Itemducts and fluiducts with the AE system accepting the resulting items/fluids. Even when i'm out near my mob farm the entire system is within the player's naturally loaded area.Assuming that the recipe you have for planks uses Jungle logs then it should be working. Maybe some part of the network isn't chunk-loaded?
The island isn't that big yet, yet alone the ae system. Most of my automation is still using Itemducts and fluiducts with the AE system accepting the resulting items/fluids. Even when i'm out near my mob farm the entire system is within the player's naturally loaded area.
Yes.Does the AE system list the Plank crafting option from the MAC in the crafting window?
Wait, I thought you were just a GregTech user, which is understandable.I'm kind of terrified to ask an IC2 question, since I'm, what, the last FTB player to enjoy it?
You are not alone. Just seem that the people who like it don't have this mysterious need to tell everyone else about it, as the people who don't like it do.I'm kind of terrified to ask an IC2 question, since I'm, what, the last FTB player to enjoy it?
Did you configure the crafting pattern thingamabobs manually, or did you use the question mark button in NEI to do it?I'm playing agrarian skies and my AE system won't Auto-craft things. It will craft things if all of the ingredients are in the system, but it won't auto-craft things that it needs. For example, I have Jungle Logs in the system and the pattern for planks in the auto-crafter, but it won't craft planks to make pistons.
I'm not sure if it's a bug or not, but it's rather game breaking on something like agrarian skies. Is there a way to fix this? I know ME Interfaces have an option to craft things that is needed or not, but was something implemented into AE or something?
I've had issues with this before. All my recipes in the MAC use Minecraft Glass, Minecraft Jungle Planks, Minecraft Cobblestone, and Minecraft Sticks just for that reason. Unfortunately, i can say that this isn't the issue. I wish it were something this simple and obvious.Did you configure the crafting pattern thingamabobs manually, or did you use the question mark button in NEI to do it?
Because, if you used NEI to auto-configure the piston recipe and it put four different kinds of planks in there, your MAC will look for four different kinds of planks. If you program the piston recipe manually with the jungle planks that you have (and you've also programmed a recipe for jungle planks), then when you request a piston, the MAC will look for jungle planks, see the recipe for them, and craft some as needed.
You can also overwrite the planks in the existing pattern manually; there's no need to clear it and configure the whole recipe manually- just put the configured pattern back in the encoder. You also need to be careful in this way with other things with multiple OreDictionary versions, such as glass.
Disclaimer: I'm not actually sure that the contents of this post are true; if fixing fixing the recipes in this way solves the problem, then I'm fairly sure that the rest of the post is true; if it doesn't, ignore this post.