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From CarpentersBlocks.cfg

Again, I wouldn't expect it to work as functional tile entities. Think slopes using Pulverizer textures instead(much like you can enable microblocks to use machines textures).
Hmmm... would that work for "transparent" blocks as well?

Is the TiC experimental branch (#30) fairly stable?
 
Hmmm... would that work for "transparent" blocks as well?

Is the TiC experimental branch (#30) fairly stable?
You can already use vanilla glass on carpenter blocks on default settings. I am guessing the whole connected textures etc. messes it up for the modded glass types as I cant get those to work. Not sure if this setting would help with that.
 
Transparent blocks aren't tile entities are they?

Edit: well glass etc


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Nope, tile entities(as far as my understanding goes) are objects that you can interact with. Stuff that opens up GUIs when you click them etc.
 
I have neither of those readily available. Geostrata isn't in this pack.
If you've got Botania, there's a flower called a Fallen Kanade or something that gives regen 4, which is more than Geostrata potion crystals, but isn't quite free to run.
Nope, tile entities(as far as my understanding goes) are objects that you can interact with. Stuff that opens up GUIs when you click them etc.
Tile entities are blocks that store more data than the four bits of metadata that all blocks have. So chests, furnaces, machines, tanks, blocks with inventories, things that store energy, pipes, etc. are all tile entities, but cobblestone, wool, vanilla rails (dunno about Railcraft rails), and crafting tables are not. Wool's different colors are metadata, rails store their direction and state in metadata, and crafting tables just open a GUI when clicked, but don't store anything.

Also, tile entities cannot be pushed by pistons. Neither can bedrock or obsidian, but that's beside the point.
 
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If you've got Botania, there's a flower called a Fallen Kanade or something that gives regen 4, which is more than Geostrata potion crystals, but isn't quite free to run.
Correct! It gives nearby players health regeneration as long as it can drain Mana from a nearby Mana Pool. :)
 
Actually, Vazkii nerfed it in 15. It's now Regen II. *sadface*

Should still be plenty for BM.
Question:
I need something to apply a constant, powerful means of regeneration while I use the blood altar. What's a good solution?

Ritual of Regeneration. Unless you're talking low levels, then the other suggestions will be your best bet.
 
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Question:
I need something to apply a constant, powerful means of regeneration while I use the blood altar. What's a good solution?
If you've progressed in Ars Magica, try "Zone - Duration x 3 - Self - Heal" - Heal 4-8 hearts (Casting Mode dependant) per second while you're inside the Zone, or 2-4 hearts per second while you're outside, due to a glitch. You can also cast the Zone multiple times to multiply the healing effect.

I don't think I know of a healing method which is faster, though it DOES require the Zone shape.. which if I recall, wasn't so easy to access.
 
providing rotarycraft gas turbine with fuel:
how?
I'm running techworld2, 1.1.6. I don't have access to ME Fluid export/import buses, fluiducts don't seem to want to work. transfer nodes (fluid) don't work. It seems my only choice is to fuel it with buckets which it happily accepts but if i create fuel buckets with a fluid transposer, it barely keeps up with demand.

Am I missing something stupidly obvious?

thanks
 
providing rotarycraft gas turbine with fuel:
how?
I'm running techworld2, 1.1.6. I don't have access to ME Fluid export/import buses, fluiducts don't seem to want to work. transfer nodes (fluid) don't work. It seems my only choice is to fuel it with buckets which it happily accepts but if i create fuel buckets with a fluid transposer, it barely keeps up with demand.

Am I missing something stupidly obvious?

thanks

Jet fuel lines.
Not when I last used it. Unless, you're also under the influence of another regen effect, or have an altar entirely dedicated to speed and self-sacrifice runes.

Oops.
 
I am trying to add nested spoiler tags in my signature so that people can look at how to upload modpack crashes/console bugs, but nesting spoiler tags doesn't seem to work.

What I wanted to do is this:
Code:
[spoiler=How to find the correct logs]
    [spoiler =1.6.4]
    //instructions
    [/spoiler]
    [spoiler=1.7+]
    //instructions
    [/spoiler]
[/spoiler]

Turns out like this:

//instructions
//instructions
 
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