What's the problem with that?Breaking Rotarycraft machines with a Flux-Infused pickaxe ... SEVERAL TIMES !!!
especially when you realize the beacons don't need to be active for the altar to be considered tier 51. Be me.
2. Be putting together the 5th Tier of my Blood Altar.
3. Decide to make beacon bases from aluminium because it's aesthetically in keeping with the overall structure.
4. Find that beacons wont activate
5. Spend 20 minutes trying to feed items into the beacons to activate them (yes, I really have no idea how these vanilla items actually work)
6. Realise that I accidentally made mariculture aluminium blocks, which can't be used for beacon bases, rather than TiCo ones which can.
7. Cue sound of head hitting desk.
especially when you realize the beacons don't need to be active for the altar to be considered tier 5
I suppose it's a bug?
That would explain why it doesn't behave with Geostrata stone either. Is it fixed in 1.7?
That would explain why it doesn't behave with Geostrata stone either. Is it fixed in 1.7?
Btw: I was breeding Quantum bees, and its antecedents have this nasty Gravity effect, which pushes you around, throws you in the air, steps on pressure plates and closes your GUIs. The latter of these effects made me drop some bees on the ground and it turned out that Gravity also affects dropped items. The bees got pushed around and I couldn't find them. I had to rebreed them
For some reason the apiarist's suit doesn't protect against this effect.
At least the suit (or MPS with suit) prevents this effect...if they also had Gravity I would have removed it.That is annoying. The effect is somewhat mitigated by MPS and having the jetpack on, however it does flicker momentarily and enough to close a chest (or an apiarist's chest) when you have it open.
However, this isn't quite as irritating as the quantum bees themselves. The teleport effect can be nasty if you have potentially dangerous landing spots.