Yep, enchiridon is what I would reccomend for that. I would also say guide-api but what you said in your post doesent match up with Guide Api.
1. That shouldn't happen, I'll look into it.@Lomeli12 Is this supposed to happen? I am in creative and cheats are on in the world... I was never good with command blocks so it could just be I didnt set it up right
1. That shouldn't happen, I'll look into it.
2. You're missing arguments. I can't remember the arguments off the top of my head, but I always put a /<command name> ? or /<command name> help with my commands for this kind of stuff.
Does the Natura obelisk thing work? I'm pretty sure it's natura's solution to setting a spawn point in the nether although I might be getting it confused with something else.A mod to set the spawn point without sleeping.
For those dimensions where you cannot sleep becasue it is never dark enough.
The Obelisk, part of natura's changes to make surviving in the nether more feasible. Even otherwise though it depends what you want, for example if you're referring to RF Tools dimensions I'm pretty sure there is a config option to let beds work in them, if you just want the default changed there is the perfect spawn mod, otherwise I'd say look into nether survival or sleep altering mods as your best bet. There is always just using Natura and disabling all its worldgen too, there seems to be config options for everything so it should work.What natura obelisk thing?
In any event, I don't want all of Natura.
I have been thinking about coding this for a couple weeks but lack time.
Cuisine Craft:
*** A complete overhaul of food in Minecraft
Cows, Pigs and Chickens now drop carcasses. These can be cooked as is or cut into different cuts of meat and then cooked.
New Machines:
- Gas Stove
- Electric Stove
- Convection Oven
- Commercial Pastry Oven
- Cupboards, Counters and Sink (Multiblock) (For storing utensils and preparing meals)
- Grill
New Items:
- Butcher Knife (Used for carving meat and as a Iron Sword)
- Mixing Bowl
- Rolling Pin
- Pots
- Recipe Book (Starts out Empty and fills up as you make more dishes
New Food:
- Wheat + Bucket of Water (or placed in counter with mixing bowl and water supply) --> Dough
- Dough --> Uncooked Bread (Loaf or Buns)
- Dough + Sugar (With Cake Tin) ---> Cake Dough
- Dough + Pasta Machine --> Uncooked Pasta
- 1 pork carcass would give pork ribs, pork tenderloin, pork chop and bacon. Each of which can be cooked separately
- 1 cow carcass would give several cuts of beef
- 1 chicken carcass would be able to be seasoned and cooked as is or cut to get wings, thighs and breasts
- Use Xycraft corn for creamed corn or grind it for cornmeal (made into cornbread) or extract it for Corn Syrup (Liquid Sugar)
- Different combinations of meat + spices or vegetables + spices give more food points (or saturation) (eg. High Glycemic index foods give more immediate food but less saturation) or short term potion effects
- Coffee (Gives short speed boost and mining speed boost for 30 seconds)
New WorldGen:
- New Seeds:
----- Sugar (Separate from Reeds)
----- Pepper
----- Salt (Either isolated from boiling water or filtered from sand)
----- Other Spices
----- Tomatoes and other vegetables and Fruits
- New Villager:
----- Gardener
----- Trades for spices and for recipes and gives emeralds for good dishes
----- Has Small Garden near house with Spices, Vegetables
----- Has some kitchen equipment to "borrow" inside
Suggestions are welcome!!!
The problem with that is some mods' power systems are inherently incompatible with other mods. For instance, RotaryCraft shaft power has two variables, sorque and speed, which makes it difficult if not impossible to translate to systems such as RF, that have only one variable at play.I thought since this thread is in existence, why don't I post an idea I had forever but that I couldn't do with my level of modding expertise? I want a good, universal electricity mod,or for mods which use a form of electricity to universalize their power use. If you have Applied Energistics, there is usually a button on each machine's GUI that can tell you which kind of electricity it uses and change it if necessary. However, most other mods don't. It's so complicated to sort through each mod to find the kind of electricity you need.
I'm thinking to have different kinds of cables that can change one kind of electricity to another easily and then carry it to wherever you want to put it. The first wire, when right-clicked with an empty hand, should open a GUI that says what type of power is coming in, and then you can change the type of power going out. Then you can use basic transport cables to carry the signal wherever. There could also be a wireless transport for power and/or items.
Because there is different kinds of electricity mods coming out all the time, I think this mod should detect the mods you already have installed to find the electricity mods so it knows what kinds of electricity to use in its GUI.
Open to suggestions and replies! Thanks!!
The problem with that is some mods' power systems are inherently incompatible with other mods. For instance, RotaryCraft shaft power has two variables, sorque and speed, which makes it difficult if not impossible to translate to systems such as RF, that have only one variable at play.
However, a couple of mode have taken a crack at making multiple other mods' systems compatible, such as Mekanism and MineFactory Reloaded. Mek's universal energy cables and MFR rednet energy cables will automatically convert power between RF, EU, and some other systems as needed.
The problem is, some RoC machines require a certain amount of torque to run, while others require a certain amount of speed. The product of torque and speed is power, which is proportional to RF/t. If you have a cable connected to some RF source and plug it into an RoC machine, how does the cable know how to split the power coming in into torque and speed such that the machine runs how you want it to?I haven't played with RC but couldn't you simulate the two part power mechanic as the Max RF/T(Torque) and the actual RF/T would be the (speed),
1 torque = 100,000 Max RF/T 1 speed = 1 RF/T I have no idea if those numbers are even close to real for RC but the concept is what matters.
It would be complicated to figure a reasonable conversion and to get all the proper checks in so that it reports information properly to all the different power systems but it should be possible.
To me it sounds like the Mod Power ConvertersI thought since this thread is in existence, why don't I post an idea I had forever but that I couldn't do with my level of modding expertise? I want a good, universal electricity mod,or for mods which use a form of electricity to universalize their power use. If you have Applied Energistics, there is usually a button on each machine's GUI that can tell you which kind of electricity it uses and change it if necessary. However, most other mods don't. It's so complicated to sort through each mod to find the kind of electricity you need.
I'm thinking to have different kinds of cables that can change one kind of electricity to another easily and then carry it to wherever you want to put it. The first wire, when right-clicked with an empty hand, should open a GUI that says what type of power is coming in, and then you can change the type of power going out. Then you can use basic transport cables to carry the signal wherever. There could also be a wireless transport for power and/or items.
Because there is different kinds of electricity mods coming out all the time, I think this mod should detect the mods you already have installed to find the electricity mods so it knows what kinds of electricity to use in its GUI.
Open to suggestions and replies! Thanks!!
slight refinement of my idea that makes it much simpler, have a cauldron that doesn't take up space or a gear box that connect to the cable and machine. This add-on has a setting for torque to output. The conversion is rf = torque x speed.The problem is, some RoC machines require a certain amount of torque to run, while others require a certain amount of speed. The product of torque and speed is power, which is proportional to RF/t. If you have a cable connected to some RF source and plug it into an RoC machine, how does the cable know how to split the power coming in into torque and speed such that the machine runs how you want it to?
Another problem is that RoC machines have no internal buffer of energy, unlike virtually every RF machine out there, and will use up every bit of power that comes their way. If you give the machine enough torque and speed that it can run, any additional speed typically makes the machine run faster, which is usually desirable. In this way, RoC encourages a decentralized power system, with just enough engines directly powering each machine to have them run as you wish. Any kind of RF conduit that could power a line of machines from a centralized power source, as is seen in the typical TE/EnderIO/BigReactor setup, would have to split the power between all the machines somehow- but how would it know how much power each machine needs, and when it needs it?
One solution to the first problem is for the cables to recognize the machine they're connected to, and give it exactly as much torque as it needs while converting the rest of the power into speed. However, this does not solve the second problem, since unlike TE/EnderIO machines, RoC machines to not cease consuming power when they have nothing to do.
Ah, didn't know it had anything built in, in that case just use power converters and that should pretty much take care of every power type.That's basically marrying a magnetostatic engine with a gearbox, FYI. Besides, RoC already has built-in conversion methods, including ElecCraft RF batteries and cables.
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