Blue Power's Project Table works for me. It has an internal inventory, kind of like the Forestry Worktable, but it only remembers the most recent crafting recipe, instead of the last nine items crafted.Anyone know of a crafting table that holds your items when you exit the GUI of it?
Not saying this makes sense from a gameplay perspective, because it totally doesn't, but it's actually justified. In real life, you can turn your cremated drunk aunt Cheryl into a diamond with enough pressure and heat, whereas in order to synthesize sugar cane, well...there's a reason we farm the stuffStuff that should be easy to get - like sugar cane - somehow requires this super complex chemical formula containing random stuff from other dimensions, while diamonds are just a bunch of coal.
I know, I should have mentioned that; but let's face it, real life isn't terribly well balanced. I mean, nukes are definitely a game-breaker, guys...Not saying this makes sense from a gameplay perspective, because it totally doesn't, but it's actually justified. In real life, you can turn your cremated drunk aunt Cheryl into a diamond with enough pressure and heat, whereas in order to synthesize sugar cane, well...there's a reason we farm the stuff
Yeah, I'll see about it. But then again, it's not like I was particularly concerned about things being OP in this pack. I mean, we've got Matter Overdrive, EE3, and that Quantum Flux armour makes you practically invincible. Not to mention the like instant-mining with Redstonic.What about Minechem?
Its pretty cool mod, and i havent seen it in any FTB public or semi public packs (dunno bout HQM packs)
kinda like chemical and not as op version on ee3 emc system maybe? (thats how i see)
basically, you can convert stuff into what its made of, and with those, create other stuff, in a really logical way
( http://jakimfett.github.io/Minechem/ | http://minecraft.curseforge.com/mc-mods/73373-minechem )
i dont personally have too much experience with it, but it looks cool
You know me too wellEDIT: I feel like Gideon liked this just for the phasers bit... XD
I'll put these into the base pack once I'm able to do that, but for now, I'll link it in the first post of this thread. Thank you so much!I haven't checked 1.0.2 yet and couldn't find a changelog, but has there already been an update for the EE3 values? Cuz I keep putting relatively normal values in, but sometimes he just doesn't want to use the value... for some reason "itemName": "minecraft:redstone_torch". Could be this is an oreblock, but didn't find any documentation on it (Searched for like a few minutes and I'm comfortable with what I have), but things like
"oreName": "mekanism:item.osmiumIngot" AKA Mekanaism don't work for me.
For those interested:
I really only added a few, but there are some things EE3 calculates automatically, such as it now knows drawers since it can make chests.
I used the id names I found in the github folder, so there shouldn't be much wrong with them, thermal foundation doesn't work by the way
The changes to the values I made are (somewhat) organized below the
Down the document
Yeah, it'll probably still be happening later. I'll get this reported to the authors.Found a duplicate bug. I'm using the large sorting alchemy chest. If you set one to say dust or ingots and another in the same line as white last, then you put the item you're duping into the white list chest it dupes. It puts a copy of everything in the filtered chest and puts the original in your inventory.
Not sure if this glitches from ee or refined relocation but the chest is labeled as refined relocation
Edit, I'm lazy haven't updated so this is still 1.0. All the chests in the line are large alchemy chest.
No clue about the spawners (but I do know you can make new ones with Soul Shards). The Oil problems should be resolved with worlds generated in 1.0.2 - it's a workaround, but it'll do.Downloaded this the other night and have tinkered about a bit, explored the world gen, and started a quite Vanilla base. I'm both excited and frustrated to not have any idea what I'm doing again. Honestly, I'm not sure how to even crack into this - it seems I've grown a slave to habits, and I'm missing nearly every crutch I trust to hold weight. Not that that is a bad thing, necessarily.
The world looks nice, although it seems a bit empty after a pack like Infinity (a bunch of mods in that pack add structures, Nodes, and notable landmarks). The flowing streams are quite a nice touch, although I find myself wishing they were more spread out. I've settled adjacent to some streams, but this single 5x5 chunk area is filled with them, looking haphazard. I know its WIP, and I like what they have accomplished thus far - here's to more improvement.
If I have one complaint with my world, its that oil is everywhere. Not just GalactiCraft geysers, although I have seen a pair of those, but liquid oil is in small flows in most chunks just above sea level. I'm sure once I figure out the mods I'll be grateful, but for now it just sullies up my crisp clean landscape.
Ore distribution seems decent, as I've found a nice balance of ore for each mod this far. I began my quarrying by hand in the edge of a mountain, and was surprised at how much ore I was able to accumulate prior to reaching bedrock. I hit a cave system which was lined with ores, but it was also full of baddies that I was unprepared to engage fully. I'll arm up and return soon enough.
Something I always look for in a new pack is a way to move spawners. I saw earlier in this thread that the Mek Cardboard Box can move chests. Does it work with spawners (and other things like TC Nodes)?
I have a feeling that's intended.I don't know if this is a bug or not, but Blights from Difficult Life are not showing up on JourneyMaps radar. Blights appear to be vanilla mobs that get upgraded randomly when they spawn. I would chalk this up to the fact that they are invisible (though the armor they wear is visible and they are wreathed in flame), but I have seen invisible mobs from other mods showing on the radar in different modpacks (like some AoA mobs in Departed).